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Is D&D all about murder and pillaging?
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<blockquote data-quote="Hussar" data-source="post: 5088778" data-attributes="member: 22779"><p>I gotta go with Scribble on this one. The game has become less focused on combat with every iteration, not more.</p><p></p><p>I look at my Basic/Expert system - virtually nothing outside of combat mechanics - no skills, no social resolution mechanics, spells are almost entirely combat related with very few utility spells; outside of thief skills, there is virtually nothing codified outside of combat. </p><p></p><p>1e - again, no social resolution mechanics, no skills (outside of the thief), most spells are combat related (although there are more utility spells), and some of the classes have to fight to gain levels at a certain point.</p><p></p><p>2e - Buckets of flavour, but, mechanically, not a huge departure from 1e. You have very, very basic skill mechanics bolted onto what is essentially repackaged 1e. A bonus XP chart that includes a couple of non-combat awards (although fighters are still only rewarded for fighting). But, there is definitely a move towards somewhat less combat.</p><p></p><p>3e - Arguably less flavour than 2e, but, more robust social skill mechanics (at least compared to what came earlier), more robust non-combat skill system in general, none of the classes need to fight to gain levels, and at least a nod in the DMG towards giving xp for non-combat encounters.</p><p></p><p>4e - Similar social skill mechanics to 3e. Codified system for extended skill challenges that take the game out of "real time" resolution in order to allow larger events to be resolved by the mechanics. Actual codified rules for awarding rewards for non-combat events.</p><p></p><p>Now, I totally agree that D&D has always been about the hack. Of course it is. Heck, all you have to do is compare the number of modules that can be resolved without killing, to the number of modules where killing is not only expected, but pretty much required in order to resolve the module.</p><p></p><p>The number of non-combat or even "combat light" modules, compared to the other kind, is pretty darn small. D&D is a game about combat and killing. You are best and most directly rewarded by the system for killing every enemy. </p><p></p><p>Does it have to be played this way? Nope. It doesn't. But, the system certainly pushes you in that direction.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5088778, member: 22779"] I gotta go with Scribble on this one. The game has become less focused on combat with every iteration, not more. I look at my Basic/Expert system - virtually nothing outside of combat mechanics - no skills, no social resolution mechanics, spells are almost entirely combat related with very few utility spells; outside of thief skills, there is virtually nothing codified outside of combat. 1e - again, no social resolution mechanics, no skills (outside of the thief), most spells are combat related (although there are more utility spells), and some of the classes have to fight to gain levels at a certain point. 2e - Buckets of flavour, but, mechanically, not a huge departure from 1e. You have very, very basic skill mechanics bolted onto what is essentially repackaged 1e. A bonus XP chart that includes a couple of non-combat awards (although fighters are still only rewarded for fighting). But, there is definitely a move towards somewhat less combat. 3e - Arguably less flavour than 2e, but, more robust social skill mechanics (at least compared to what came earlier), more robust non-combat skill system in general, none of the classes need to fight to gain levels, and at least a nod in the DMG towards giving xp for non-combat encounters. 4e - Similar social skill mechanics to 3e. Codified system for extended skill challenges that take the game out of "real time" resolution in order to allow larger events to be resolved by the mechanics. Actual codified rules for awarding rewards for non-combat events. Now, I totally agree that D&D has always been about the hack. Of course it is. Heck, all you have to do is compare the number of modules that can be resolved without killing, to the number of modules where killing is not only expected, but pretty much required in order to resolve the module. The number of non-combat or even "combat light" modules, compared to the other kind, is pretty darn small. D&D is a game about combat and killing. You are best and most directly rewarded by the system for killing every enemy. Does it have to be played this way? Nope. It doesn't. But, the system certainly pushes you in that direction. [/QUOTE]
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