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Is D&D "about" combat?
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<blockquote data-quote="Hussar" data-source="post: 5649937" data-attributes="member: 22779"><p>Pem - I think that's pretty much my point. </p><p></p><p>D&D, out of the box will support this style of play. No other game does. I'm not saying other games are about combat. I am saying that D&D is. And, this is the basic reason why I say it is - it will do it right out of the box.</p><p></p><p>Move away from D&D for a second. If I want to do a fairly hard SF exploration game, I'd use Traveller or GURPS Space. If I wanted to do more space opera, planet adventures, I'd use Star Frontiers or possibly one of the Star Wars RPG's. </p><p></p><p>That's not saying I can't do space opera in GURPS. I can. But, doing space opera in GURPS gives me something a lot closer to A. C. Clark's Rama novels or Stephen Baxter's novels than, say, Flash Gordon. If I want to do a high action Planet Story using GURPS Space, I've got my work cut out for me. It's possible, but not out of the box.</p><p></p><p>Which brings me around to D&D. Out of the box, D&D will do a tactical combat game. Which makes a lot of sense given its wargame roots. You control your unit (now just an individual) and make an assault on the target.</p><p></p><p>OTOH, going back to the naval example, despite Bill91's claims, it's not an easy thing. Particulary in 3e. For one, the 5 foot scale of combat and 6 second rounds don't work for ship to ship combat where you generally start combats out at a range of several hundred feet, your ships are generally 50-100 feet long and it can take quite literally hours to close within boarding distance. Never mind trying to use the 3e combat system to run combat between about 100 combatants, 50 to a side. </p><p></p><p>I hope you have a spare week.</p><p></p><p>Now, AD&D is a bit better in this regard because of the scales involved. But, again, running combat for 100 combatants really strains the D&D system. If I was going to do another naval campaign, I'd use Savage Worlds, since SW has a really nice combat system that scales up to this size of combat. Plus, I don't have to strip out the magic system which makes running a campaign like this so difficult.</p><p></p><p>It's easy enough to be blase about how much work it is to change the D&D system. If you can make it work for you that easily, then great. I certainly couldn't and I tried every d20 naval campaign rules out there plus my own.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5649937, member: 22779"] Pem - I think that's pretty much my point. D&D, out of the box will support this style of play. No other game does. I'm not saying other games are about combat. I am saying that D&D is. And, this is the basic reason why I say it is - it will do it right out of the box. Move away from D&D for a second. If I want to do a fairly hard SF exploration game, I'd use Traveller or GURPS Space. If I wanted to do more space opera, planet adventures, I'd use Star Frontiers or possibly one of the Star Wars RPG's. That's not saying I can't do space opera in GURPS. I can. But, doing space opera in GURPS gives me something a lot closer to A. C. Clark's Rama novels or Stephen Baxter's novels than, say, Flash Gordon. If I want to do a high action Planet Story using GURPS Space, I've got my work cut out for me. It's possible, but not out of the box. Which brings me around to D&D. Out of the box, D&D will do a tactical combat game. Which makes a lot of sense given its wargame roots. You control your unit (now just an individual) and make an assault on the target. OTOH, going back to the naval example, despite Bill91's claims, it's not an easy thing. Particulary in 3e. For one, the 5 foot scale of combat and 6 second rounds don't work for ship to ship combat where you generally start combats out at a range of several hundred feet, your ships are generally 50-100 feet long and it can take quite literally hours to close within boarding distance. Never mind trying to use the 3e combat system to run combat between about 100 combatants, 50 to a side. I hope you have a spare week. Now, AD&D is a bit better in this regard because of the scales involved. But, again, running combat for 100 combatants really strains the D&D system. If I was going to do another naval campaign, I'd use Savage Worlds, since SW has a really nice combat system that scales up to this size of combat. Plus, I don't have to strip out the magic system which makes running a campaign like this so difficult. It's easy enough to be blase about how much work it is to change the D&D system. If you can make it work for you that easily, then great. I certainly couldn't and I tried every d20 naval campaign rules out there plus my own. [/QUOTE]
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