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Is D&D "about" combat?
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<blockquote data-quote="Argyle King" data-source="post: 5640851" data-attributes="member: 58416"><p>I think something to consider is how good combat options tend to be compared to other options. </p><p></p><p>You come across a trap during an encounter. You're given the choice to spend a few rounds doing a skill challenge to disable it. This takes at least one of the party out of the encounter for a few rounds, and it also means there is the possibility of making things worse if the checks fail.</p><p></p><p>Alternatively, you can blast it with an attack and probably destroy it.</p><p></p><p></p><p>Yes, this is a generalization, and yes it is possible to build things which don't work this way. This was meant as a simple illustration. The combat & hacky slashy options tend to be much better than those which are not of that type. It's been my general experience that they also lead to greater rewards; being on good terms with the King might get me a +2 bonus to a skill or a boon... killing the king gets me better loot. This feeds into itself. If combat happens more often, the combat options become even better. With those options already tending to be better and generating better rewards, it becomes harder and harder to want to pick the other options.</p><p></p><p></p><p></p><p>I don't mean to nitpick Pem's post, but "PCs start out on the ropes as the NPCs/monsters rain down superior damage" has not been anywhere near my experience with 4th Edition. I would agree that the monsters have more hit points though.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5640851, member: 58416"] I think something to consider is how good combat options tend to be compared to other options. You come across a trap during an encounter. You're given the choice to spend a few rounds doing a skill challenge to disable it. This takes at least one of the party out of the encounter for a few rounds, and it also means there is the possibility of making things worse if the checks fail. Alternatively, you can blast it with an attack and probably destroy it. Yes, this is a generalization, and yes it is possible to build things which don't work this way. This was meant as a simple illustration. The combat & hacky slashy options tend to be much better than those which are not of that type. It's been my general experience that they also lead to greater rewards; being on good terms with the King might get me a +2 bonus to a skill or a boon... killing the king gets me better loot. This feeds into itself. If combat happens more often, the combat options become even better. With those options already tending to be better and generating better rewards, it becomes harder and harder to want to pick the other options. I don't mean to nitpick Pem's post, but "PCs start out on the ropes as the NPCs/monsters rain down superior damage" has not been anywhere near my experience with 4th Edition. I would agree that the monsters have more hit points though. [/QUOTE]
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