Reynard
aka Ian Eller
Why not?You can't just silo these systems into their own mini-games, or switch play modes going from one to the other.
Why not?You can't just silo these systems into their own mini-games, or switch play modes going from one to the other.
Serious question: Did the rest of the post not explain "why not" to you? Because when you pull one sentence out of context like that, it reads different than what was actually wrote. So I don't know if you're legitimately wanting another explanation or a clarification. But you're not giving me any context, or anything specific to respond to other than what I think I have already explained. Could you enlighten me about what you're really asking?Why not?
The rest of your post was mostly about combat vs non combat detail and depth. That is a wholly different issue.Serious question: Did the rest of the post not explain "why not" to you? Because when you pull one sentence out of context like that, it reads different than what was actually wrote. So I don't know if you're legitimately wanting another explanation or a clarification. But you're not giving me any context, or anything specific to respond to other than what I think I have already explained. Could you enlighten me about what you're really asking?
Fair. I re-read it and realized I was heavy-handed with some of my word choices. Wires got crossed, too. I allowed myself to get rushed when I should've cooked it longer. I've amended my post, but I'll need to come back when I have more time to put better words together. Or at all.The rest of your post was mostly about combat vs non combat detail and depth. That is a wholly different issue.
I'd take that a step further.
In a lot of games, you'll make more decisions and roll more dice removing all hit points from opponents than you will dealing with anything else. You might spend an hour or longer in real time to resolve a fight that takes less than a minute in game time. But only spend a few seconds rolling once to conduct a diplomatic negotiation, find hidden doorways you don't even know exist, or scale a mountain.
These systems don't try very hard to make any experiences outside of combat more interesting or engaging for the players because, frankly, they put all their focus and energy to make sure combat is the most interesting and engaging part of their games. That's easier to sell than a rich, dynamic system about mountain climbing and rigorous negotiations at the table.
At best, we find games that try to find ways to make room for those less aggressive parts of the game to fill the spaces between the carnage and the violence. That's why "skills" were invented, but kept separate from the all other combat-related options, including those earned through training, experience, and aptitude. They call those "proficiencies" so you never accidentally mix the two.
A game that wanted to make these separate pillars equal might need to figure out how to merge these two buckets together. The trick, however, is making consequences and victories in one affect or influence the other. It can be difficult not to silo these systems into their own mini-games, or switch play modes going from one to the other. They don't need to be identical, but they should feel similar to each other, and maybe allow a smoother overlap.
Question: Did anyone figure out if/why gold coins matter to players?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.