Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mike Mearls on Combat vs Non-Combat roles
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ruleslawyer" data-source="post: 3980965" data-attributes="member: 1757"><p>I don't quite agree with you here. *Most* groups with which I've played D&D prefer an emphasis on RP and story elements to the combat side.</p><p></p><p>This actually brings up something I've been meaning to post about in general. While it's easy to look at the mechanics for D&D and say "Oh, yeah, this is basically a minis combat game with some extra role-playing fluff," the fact is that D&D has had quite a strong emphasis throughout its history on non-combat elements; the vast wealth of settings, story-based adventures, and the like that have evolved around the game (including stuff like Planescape and Ravenloft, in which combat was something that was usually more a dead end than a solution) has created a large section of the playing population that runs the game in more of a storyteller mode. </p><p></p><p>Indeed, the mechanics for social interaction in 3e may be dwarfed by the combat mechanics, but they're enough of a structure on which to build RPing adventures. More to the point, people played this way even when there *weren't* rules for social interaction or non-combat activities at all.</p><p></p><p>IMO, this is because of the strength of D&D's brand. Different RPGers have played D&D in widely divergent playstyles simply because D&D has always been the biggest brand on the block, and so it's easier to get a bunch of people together for a game of courtly intrigue using D&D than to, say, get everyone to learn Amber Diceless or Burning Wheel. </p><p></p><p>The mix-and-match element is something I appreciate about the experience of playing D&D, but unfortunately also something that has come to set up certain design expectations: Namely, the expectation that D&D can be shaped into all things for all people. The designers took a load off their backs when they created the OGL, allowing for the creation of rules-light, low-magic, gritty, pseudo-historical, etc. "D&D-like" games, but my guess is that they're trying to enable as many playstyles as possible within the context of the new edition.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3980965, member: 1757"] I don't quite agree with you here. *Most* groups with which I've played D&D prefer an emphasis on RP and story elements to the combat side. This actually brings up something I've been meaning to post about in general. While it's easy to look at the mechanics for D&D and say "Oh, yeah, this is basically a minis combat game with some extra role-playing fluff," the fact is that D&D has had quite a strong emphasis throughout its history on non-combat elements; the vast wealth of settings, story-based adventures, and the like that have evolved around the game (including stuff like Planescape and Ravenloft, in which combat was something that was usually more a dead end than a solution) has created a large section of the playing population that runs the game in more of a storyteller mode. Indeed, the mechanics for social interaction in 3e may be dwarfed by the combat mechanics, but they're enough of a structure on which to build RPing adventures. More to the point, people played this way even when there *weren't* rules for social interaction or non-combat activities at all. IMO, this is because of the strength of D&D's brand. Different RPGers have played D&D in widely divergent playstyles simply because D&D has always been the biggest brand on the block, and so it's easier to get a bunch of people together for a game of courtly intrigue using D&D than to, say, get everyone to learn Amber Diceless or Burning Wheel. The mix-and-match element is something I appreciate about the experience of playing D&D, but unfortunately also something that has come to set up certain design expectations: Namely, the expectation that D&D can be shaped into all things for all people. The designers took a load off their backs when they created the OGL, allowing for the creation of rules-light, low-magic, gritty, pseudo-historical, etc. "D&D-like" games, but my guess is that they're trying to enable as many playstyles as possible within the context of the new edition. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mike Mearls on Combat vs Non-Combat roles
Top