gizmo33 said:
I would suggest that you will always find that people have a difficult time accepting the universal truth of something that's largely a theoretical construction of someone's imagination.
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So you say. The objective truth/falseness of this is not obvious to me.
I agree that one can take whatever one wants from the RPG but when discussing objective truths it is as safe bet as any to go by the words and actions of the designer(s).
Here is a quote from 3.0 DMG on styles of play:
3.0 Dungeon Master's Guide said:
Kick in the Door:
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This style of play is straight-forward, fun, exciting and action oriented. Very little time is spent on role-playing non-combat encounters...
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Rules and game balance are very important in this style of play... If you are using this style be very careful about adjudicating the rules.
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Deep Immersion Story Telling:
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This style of gaming is deep complex and challenging. The focus isn't on combat but on talking, developing in depth personas and character interaction.
Whole gaming sessions may pass without a single die being rolled
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Rules become less important in this style. Since combat is not focus, game mechanics take back seat to the character development. Skills take precedence over combat bonuses and even then the actual numbers often don't mean much. Feel free to change the rules....
He then goes on to say how normal DnD is usually a mixture of the two and should be treated appropriately.
3rd ed DMG is pretty much explicitly making my point for me here: Rules of DnD are for primarily combat related, less emphasis there is on combat (under the DnD ruleset) more adjudication is required by the DM.
Similar caveats are given in both 1st and 2nd edition DMGs and I will be very surprised if we do not find something like it in the 4th.
gizmo33 said:
I would never argue, on logical grounds alone, that anything simulates "all possible" anything.
I am not talking about weird special cases here. Even such action-fantasy tropes as chases are virtually absent from the RAW DnD and require heavy DM adjudication to run under any edition up to this day.
gizmo33 said:
Maybe - but the earliest booklets had rules for stronghold construction, prices of weapons, loyalty of hirelings, and so forth, so I think you're overstating the simplicity of the situation or the intentions of the original designers. It's not hard to find rules in ODnD that have nothing to do with combat, and the fact that the DnD rules grew out of wargaming rules would be a significant thing to consider before suggesting that every element of the design was intentional. Wandering monster tables, for example, have nothing to do with combat resolution.
There was always some degree of non-combat rules but they were neither very deep nor very complete. We tried very much to run a feudal baron/mercenary company game using the stronghold/henchmen rules from 1ed ADnD. To say that considerable houseruling and DM adjudication was needed would be an understatement.
Wandering monster tables on the other hand were integral part of the game from the beginning and they were/are all about combat. If anything they are the perfect example of the basic kick-in-the-door style Monte speaks about above that is combat/rules heavy.
gizmo33 said:
I would agree with the objective part of what you're saying here, but I'm very skeptical about the cause/effect that you propose.
I am not sure what other sort of cause/effect relationship could there be between preponderance of combat rules over rules for everything else, and designer intent to make a combat-based game. if you need further insight into how designers imagined DnD will be played take a look at any given published adventure from ODnD to the present day. Ratio of expected time spent in and out of combat in pretty much any one of those will illustrate it.
gizmo33 said:
A universal set of rules for climbing or surprise, for instance, did not exist in rules prior to 3E. Are you therefore arguing that such things have no effect on combat? Whether or not a king likes you could have a lot to do with whether or not your character gets killed - IMO there is no basis for labeling some resolution as being "combat related" vs. "narrative related" and suggesting that there's some fundemental difference between the two regardless of circumstances.
Surprise rules existed in ADnD2 and I am fairly confident they existed in ADnD1 as well.
Climbing rules did as well - they were just fairly simple rules (as they limited smooth surface climbing to one class only and assumed everyone can climb ropes).
Reason for this is exactly that climbing does not have great overlap with combat. DnD3 climbing rules are better but still infinitely simpler then DnD combat rules though I would argue that the actual process of rock/wall climbing is not much less complex then fencing or archery.
In the second half of your statement you are mixing up outcome and the process. Fact that non-combat and combat encounter can both kill you does not make them a same thing.
If king sentences my character to death I can plead for mercy or I can fight the palace guard. One will (under DnD) involve a diplomacy skill check roll and/or free form DM adjudication and will take 2 minutes. Other will involve lots of rules (initiative, armor, damage, BAB, etc etc...) and can take up to an hour. Not the same thing at all.
gizmo33 said:
IMO it's a bit bold to suggest that DnD's "core competency" is combat. It's not hard to find a game system that came about as an "improvement" over what was seen as pretty lame by some. Consider people's objections about the realism of DnD hitpoints or armorclass for instance. Basically, what you've done is accepted a very abstract model for resolving combat, a model that ignores a myriad of circumstances that would exist in reality. It ignores them in favor of simplicity and game-play. But now somehow you're suggesting that there's a logical basis for saying that such a model (with the attendant abstractions and simplifications) is somehow impossible for non-combat situations. I'm not convinced.
I grant you that DnD is over-all very abstract RPG. Yet for all its abstraction, DnD combat system is by far the least abstract part of the game. If DnD combat were as abstract as its skill system it would be resolved by one opposed d20 roll, modified by BAB with the high roller winning and killing the opponent. There would possibly be a table with modifiers DM can apply based on some common circumstances.
I am not arguing that it is impossible to create the game that provides same level of abstraction in other things PCs may do that would be on par with DnD combat. I am just claiming that DnD is not has never been, and has no demonstrated intention to become that game.
gizmo33 said:
I better do what? I would prefer to accept what makes sense to me. You may not have thought this out completely, so advice about what I better do and not do is probably best deferred for a later time. Your very speculative/presumptuous about the design goals of the original DnD designers, for instance. I think this is unwarranted but seems to be the basis for your argument.
If the 3ed DMG guide is not enough I will provide more designer quotes as to the point that DnD rules are to be used primarily for combat situations and are to be heavily supplemented by DM fiat outside the combat situations. It is not speculation, it is stated intent of the makers of the game. Complaining about it is about as futile as complaining about the offroading performance of the Vespa.