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Is D&D "about" combat?
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<blockquote data-quote="billd91" data-source="post: 5650464" data-attributes="member: 3400"><p>The scale of the combat is probably the least difficult problem posted by ship to ship fighting. If you felt the need to plot it on a grid at all, a couple of different maps or bits of graph paper on different scales is all that's necessary.</p><p></p><p></p><p></p><p>If there are at least half a dozen different d20 rulesets for doing, that rather tells me that not only is "no one else could either" is wrong, it's wrong at least by a factor of 6. Clearly, if it could be done in d20, it could be done in D&D.</p><p>As far as devising it quickly - that's why I read other games and borrow ideas from them. Doesn't mean I'm not still playing D&D, though. In fact, it strikes me as one of the great benefits and points to the OGL - the ability for 3rd party producers to generate more detailed subsystems for things that can be used for the main game.</p><p></p><p></p><p></p><p>And what's wrong with doing it cinematically if that's the way you choose to do it? How is that not doing a naval campaign justice? There are innumerable ways to do that, some of which, but not all, may require the addition of more and more rule subsystems. But like I said, you seem to be viewing the game as an issue of playing tactically on a gameboard and that's going to color your perceptions of the possible.</p><p></p><p>The problem here is you wanted a <strong>particular</strong> kind of structure to the naval rules and I agree that, for <strong>particular</strong> desires, different systems do different things with different results. It's one of the reasons I prefer BRP Call of Cthulhu to d20 Call of Cthulhu. But I certainly believe I can do justice to a naval-style campaign that would satisfy my players with D&D. I know my players and I know the D&D rules.</p></blockquote><p></p>
[QUOTE="billd91, post: 5650464, member: 3400"] The scale of the combat is probably the least difficult problem posted by ship to ship fighting. If you felt the need to plot it on a grid at all, a couple of different maps or bits of graph paper on different scales is all that's necessary. If there are at least half a dozen different d20 rulesets for doing, that rather tells me that not only is "no one else could either" is wrong, it's wrong at least by a factor of 6. Clearly, if it could be done in d20, it could be done in D&D. As far as devising it quickly - that's why I read other games and borrow ideas from them. Doesn't mean I'm not still playing D&D, though. In fact, it strikes me as one of the great benefits and points to the OGL - the ability for 3rd party producers to generate more detailed subsystems for things that can be used for the main game. And what's wrong with doing it cinematically if that's the way you choose to do it? How is that not doing a naval campaign justice? There are innumerable ways to do that, some of which, but not all, may require the addition of more and more rule subsystems. But like I said, you seem to be viewing the game as an issue of playing tactically on a gameboard and that's going to color your perceptions of the possible. The problem here is you wanted a [b]particular[/b] kind of structure to the naval rules and I agree that, for [b]particular[/b] desires, different systems do different things with different results. It's one of the reasons I prefer BRP Call of Cthulhu to d20 Call of Cthulhu. But I certainly believe I can do justice to a naval-style campaign that would satisfy my players with D&D. I know my players and I know the D&D rules. [/QUOTE]
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