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Is there anything wrong with a Combat Character
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<blockquote data-quote="Umbran" data-source="post: 770805" data-attributes="member: 177"><p>I have no problem with combat characters. I play them myself, when the game calls for it. What I do have a problem with is false logic...</p><p></p><p></p><p></p><p>To steal a phrase from <em>The Princess Bride</em> - People keep using those words. I don't think they mean what you think they mean.</p><p></p><p>The amount of page space and verbiage used for combat rules does not mean much of anything. Humans are pretty good and modelling and simulating physical situations. We are notoriously bad at writing rules for mental and social situations. We've got a preponderance of rules for combat because that is the most complicated physical situation commonly found in the game for which we can manage rules. </p><p></p><p>If we could manage to write complex rules for social situations that players found engaging and interesting to play under, we would. But, as of the moment we cannot. We gamers can't even agree on the general positioning of the line between the character's mental and social abilities and the player's (how to deal with a high-charisma player running a low-charisma character, or vice versa).</p><p></p><p>So, having lots of rules for combat doesn't mean combat is the focus of the game. It means that's the part of the game for which it is reasonable to have rules. It is more reasonable to leave other parts of the game in the DM's hands.</p></blockquote><p></p>
[QUOTE="Umbran, post: 770805, member: 177"] I have no problem with combat characters. I play them myself, when the game calls for it. What I do have a problem with is false logic... To steal a phrase from [i]The Princess Bride[/i] - People keep using those words. I don't think they mean what you think they mean. The amount of page space and verbiage used for combat rules does not mean much of anything. Humans are pretty good and modelling and simulating physical situations. We are notoriously bad at writing rules for mental and social situations. We've got a preponderance of rules for combat because that is the most complicated physical situation commonly found in the game for which we can manage rules. If we could manage to write complex rules for social situations that players found engaging and interesting to play under, we would. But, as of the moment we cannot. We gamers can't even agree on the general positioning of the line between the character's mental and social abilities and the player's (how to deal with a high-charisma player running a low-charisma character, or vice versa). So, having lots of rules for combat doesn't mean combat is the focus of the game. It means that's the part of the game for which it is reasonable to have rules. It is more reasonable to leave other parts of the game in the DM's hands. [/QUOTE]
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