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Is D&D Too Focused on Combat?
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<blockquote data-quote="Aldarc" data-source="post: 7733818" data-attributes="member: 5142"><p>Presumably they can swing weapons or otherwise they wouldn't be trying. Admittedly, mileage may vary, but I don't see things that way. Dice for me, or even most of players, is not a shortcut for anything. For me at least, dice come in when there are interesting consequences for success or failure. If my players want to sneak down the hall, but the failure to do so adds nothing of value or consequence, then I would not see the point in having the players roll for it. That, to me, seems like an extraneous roll. But there may be interesting consequences at stake in social situations that should require a roll or a series of skill-challenge rolls. I don't think that discourages bad roleplaying unless your own bad GMing provides incentives for that sort of behavior. It can even heighten roleplaying as failure creates new complications or challenges, and this pushes the players to roleplay for what they need. The dice roll also means that the players are not having to mind read the GM's desires for what constitutes "good roleplay" in a social situation. Often the GMs "The NPC is not convinced" is like roleplaying without dice resolution mechanics "Your weapon does not hit." Again, I'm not arguing that dice resolution mechanics should be used for every social, combat, or exploration situation, but, rather, - and I quote again from Fate - "Roll the dice when succeeding or failing at the action could each contribute something interesting to the game."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7733818, member: 5142"] Presumably they can swing weapons or otherwise they wouldn't be trying. Admittedly, mileage may vary, but I don't see things that way. Dice for me, or even most of players, is not a shortcut for anything. For me at least, dice come in when there are interesting consequences for success or failure. If my players want to sneak down the hall, but the failure to do so adds nothing of value or consequence, then I would not see the point in having the players roll for it. That, to me, seems like an extraneous roll. But there may be interesting consequences at stake in social situations that should require a roll or a series of skill-challenge rolls. I don't think that discourages bad roleplaying unless your own bad GMing provides incentives for that sort of behavior. It can even heighten roleplaying as failure creates new complications or challenges, and this pushes the players to roleplay for what they need. The dice roll also means that the players are not having to mind read the GM's desires for what constitutes "good roleplay" in a social situation. Often the GMs "The NPC is not convinced" is like roleplaying without dice resolution mechanics "Your weapon does not hit." Again, I'm not arguing that dice resolution mechanics should be used for every social, combat, or exploration situation, but, rather, - and I quote again from Fate - "Roll the dice when succeeding or failing at the action could each contribute something interesting to the game." [/QUOTE]
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