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<blockquote data-quote="Carnivorous_Bean" data-source="post: 4079367" data-attributes="member: 57974"><p>I concur. Logically, poor combat rules =/= good roleplaying, nor do good combat rules = bad roleplaying. And there's little objective evidence that 1st edition was anything but a tactical wargame with a lot of horrendously mismatched rules. Heck, it was a long time before 1st edition AD&D even acknowledged that anything outside the dungeon existed, other than as a vague place you went to sell your loot, and once outside stuff did appear, it was mostly charts for overland travel rates, IIRC, and how frequently you should roll for random combat encounters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>If combat rules were contrary to roleplaying, then the most successful roleplaying game would simply consist of role-playing rules and would have a combat system that consisted of "high roll wins." Except that then, people would complain about the RPG rules interfering with their roleplaying.</p><p></p><p>Personally, I've always run campaigns that are probably 80-90% roleplaying, and 10-20% combat. But it's nice to know that the combat portions of my games will no longer be the tedious slugfests that they have always been before in D&D. I bought Bo9S and loved the maneuvers in it, but they only served to make two types interesting in combat -- fighter types and wizard types. Now, it finally looks like rogues and rangers -- in fact, every class -- are going to be able to use maneuvers that will add some interest to the "I hit, I miss, I hit, I miss" b.s. that combat used to consist of. </p><p></p><p>Oh, yes, and maybe fights will be memorable. "Hey, do you remember that time Fred the Fierce shoved the evil overlord backwards into his own trap using his tide of iron .... " After all, who remembers, "I hit the evil overlord. I missed the evil overlord. I hit the evil overlord. I missed the evil overlord." And that will add to the roleplaying richness of the situation -- after all, warriors' tales of their exploits really<strong> are </strong> part of who they are! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Carnivorous_Bean, post: 4079367, member: 57974"] I concur. Logically, poor combat rules =/= good roleplaying, nor do good combat rules = bad roleplaying. And there's little objective evidence that 1st edition was anything but a tactical wargame with a lot of horrendously mismatched rules. Heck, it was a long time before 1st edition AD&D even acknowledged that anything outside the dungeon existed, other than as a vague place you went to sell your loot, and once outside stuff did appear, it was mostly charts for overland travel rates, IIRC, and how frequently you should roll for random combat encounters. ;) If combat rules were contrary to roleplaying, then the most successful roleplaying game would simply consist of role-playing rules and would have a combat system that consisted of "high roll wins." Except that then, people would complain about the RPG rules interfering with their roleplaying. Personally, I've always run campaigns that are probably 80-90% roleplaying, and 10-20% combat. But it's nice to know that the combat portions of my games will no longer be the tedious slugfests that they have always been before in D&D. I bought Bo9S and loved the maneuvers in it, but they only served to make two types interesting in combat -- fighter types and wizard types. Now, it finally looks like rogues and rangers -- in fact, every class -- are going to be able to use maneuvers that will add some interest to the "I hit, I miss, I hit, I miss" b.s. that combat used to consist of. Oh, yes, and maybe fights will be memorable. "Hey, do you remember that time Fred the Fierce shoved the evil overlord backwards into his own trap using his tide of iron .... " After all, who remembers, "I hit the evil overlord. I missed the evil overlord. I hit the evil overlord. I missed the evil overlord." And that will add to the roleplaying richness of the situation -- after all, warriors' tales of their exploits really[B] are [/B] part of who they are! :D [/QUOTE]
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