Raven Crowking
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KM,
There is always a possibility of coincidence; there is always a possibility of connection.
WotC has been following EN World and other gaming sites for years. I am sure that they are not alone; this has to be a standard practice for most serious RPG companies. When they see an idea they like, they use it. When they hear a discussion that's interesting, they pay attention.
Heck, all sorts of good ideas for my game (either rules or home campaign) have come from paying attention to discussions here. Why would you expect Mearls to be any different?
Or else, coincidence.
Either way, ideas tend to percolate through the zeitgeist before they find themselves expressed in mass-market products.
RC
Have chases been traditionally covered by the D&D rules?
There are other ways of dialing complexity than resolution methods. Does exploration involve graph paper and descriptions like "you proceed 50' down the corridor, then it turns to the left and goes another 20' before ending in a T-intersection"? Or is it "you make your way through the necromancer's labyrinth toward his lair. Everybody roll Dungeoneering, those who fail lose a healing surge to traps before they arrive"? Or somewhere in between?Sure, you'll need some mechanical support, to decide whether they actually find the trap/clue, survive the wilderness, or understand the symbolism in that painting they found (or whatever). But I don't think it's appropriate to have a massive, rules-heavy resolution method here.
That may speak more to the quality of the Skill Challenge system than to the general idea of dialing complexity up and down for things that fall into the "roleplaying" bucket. If the system is incomplete, flawed, or poorly matched to the task, which Skill Challenges may well be, of course it's going to make things stilted/unnatural/clumsy/un-fun. But there's no reason to assume that a social combat system would have to produce the same results, if it were better designed than Skill Challenges are for structuring social conflicts.a lot of people find that the use of Skill Challenges cause roleplaying scenes to become stilted and unnatural, so how much worse would grafting on a "social combat" engine be?
Roleplaying
This includes interactions with NPCs (and intelligent items!), diplomacy, and the like.
Again, I don't think the game is actually lacking much here. Once again, the players will largely drive the action, with the DM narrating the results. And, again, there is a need for some mechanics to determine success or failure, but again I don't think this wants the same level of detail as combat scenes.
After all, a lot of people find that the use of Skill Challenges cause roleplaying scenes to become stilted and unnatural, so how much worse would grafting on a "social combat" engine be?
Downtime I think is left out because it's not the game, it's the in between. If it ever becomes part of the game, it's roleplaying or exploration usually. I guess it boils down to different definitions/core principles.
Have chases been traditionally covered by the D&D rules? In 3e/4e it seems like the most rule support you get for that is that different creatures have different speeds, highest wins.
There are other ways of dialing complexity than resolution methods. Does exploration involve graph paper and descriptions like "you proceed 50' down the corridor, then it turns to the left and goes another 20' before ending in a T-intersection"? Or is it "you make your way through the necromancer's labyrinth toward his lair. Everybody roll Dungeoneering, those who fail lose a healing surge to traps before they arrive"? Or somewhere in between?
That may speak more to the quality of the Skill Challenge system than to the general idea of dialing complexity up and down for things that fall into the "roleplaying" bucket... But there's no reason to assume that a social combat system would have to produce the same results, if it were better designed than Skill Challenges are for structuring social conflicts.
And again, we're talking about options here. No reason to torpedo an idea many people find intriguing, if it's not going to be mandatory for every game and group.
I'm going to take KM's highly entertaining thread and go into excruciating detail on how "social combat" can be a lot of fun, using one of my favorite systems, the Dresden Files RPG, a FATE game.
Yet again, I at least am not talking about D&D going in a direction as a whole, but about options for how to play the different spheres being discussed (specifically with respect to dialing complexity or detail up and down). Are you saying that if a suggestion for an abbreviated exploration sequence like that were an option in a DMG, you wouldn't want to play the game at all?Not keen on either example, but the second one is particularly off-putting. A D&D that goes in that direction is not a D&D I want to play.