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Mearls: Playing with the core (of D&D)
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<blockquote data-quote="ceiling90" data-source="post: 5605942" data-attributes="member: 82284"><p>But what would you have for a codified set of RP rules? </p><p></p><p>Wouldn't those still be skill checks?</p><p>Would it be significantly different from combat?</p><p>Wouldn't those be instead a set of special utilities?</p><p></p><p>The majority of the game where rules are even needed are in combat. That's the gamist part, and the RP part is intrinsic to the group dynamic. </p><p></p><p>Do you need more rules so you can mechanically express that your character made a pancake? I don't think so. Do you need rules to have a scathing debate against a political enemy? I don't particularly think so.</p><p></p><p>But that's what I think. You could have rules doing both. They might even be fun. But then, the question begs, where do these resources come from? Where is their cost in the mechanical aspect of character creation and maintenance? Will you in fact, even bother using them? I don't use skills that much in many of the games I run, since anything mechanically useful was codified in to rituals. </p><p></p><p>Maybe, in a way, all the game needs to fulfill the niche is an expanded set of rules on skills, and skill checks. Make more defined examples. Maybe that Diplomacy check would suffice for that scathing verbal take down... or maybe Nature to make that perfect pancake. Well anyway... maybe someone should get on to that.</p><p></p><p>As for what Mearls is talking about? I'll wait till next week.</p><p></p><p>Note: I don't mean to sound harsh, it's just, you already have a very complex set of rules, and adding more on seems a little... too much. But it's interesting that it could done, but I personally wouldn't use it.</p></blockquote><p></p>
[QUOTE="ceiling90, post: 5605942, member: 82284"] But what would you have for a codified set of RP rules? Wouldn't those still be skill checks? Would it be significantly different from combat? Wouldn't those be instead a set of special utilities? The majority of the game where rules are even needed are in combat. That's the gamist part, and the RP part is intrinsic to the group dynamic. Do you need more rules so you can mechanically express that your character made a pancake? I don't think so. Do you need rules to have a scathing debate against a political enemy? I don't particularly think so. But that's what I think. You could have rules doing both. They might even be fun. But then, the question begs, where do these resources come from? Where is their cost in the mechanical aspect of character creation and maintenance? Will you in fact, even bother using them? I don't use skills that much in many of the games I run, since anything mechanically useful was codified in to rituals. Maybe, in a way, all the game needs to fulfill the niche is an expanded set of rules on skills, and skill checks. Make more defined examples. Maybe that Diplomacy check would suffice for that scathing verbal take down... or maybe Nature to make that perfect pancake. Well anyway... maybe someone should get on to that. As for what Mearls is talking about? I'll wait till next week. Note: I don't mean to sound harsh, it's just, you already have a very complex set of rules, and adding more on seems a little... too much. But it's interesting that it could done, but I personally wouldn't use it. [/QUOTE]
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