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D&D Older Editions, OSR, & D&D Variants
Roles in 4E D&D - Combat and Non-Combat Roles
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<blockquote data-quote="I'm A Banana" data-source="post: 4710672" data-attributes="member: 2067"><p>Freeform noncombat is all well and good, but you could make the argument that there can never be a definitive list that allowed for maximal degree of freedom in the COMBAT aspect of the game, too.</p><p></p><p>Because combat and roleplaying are the same thing: elements of the game used to resolve a conflict.</p><p></p><p>Freeform has its problems (why would you resist doing freeform combat? Those are the same reasons to resist doing freeform noncombat). A series of noncombat roles is not going to be extremely flexible but, like the class system, it's going to give you an archetype that you can play your character to.</p><p></p><p>And that's the point, really. That these characters should be able to solve problems that don't involve stabbing people in interesting and diverse ways based on the type of character they are. And, like combat, it shouldn't depend so much on the player's ability to do those things as it should on the CHARACTER's ability to do those things. </p><p></p><p>It's okay to want to do stuff differently, more like old-school D&D, but IMO, that method is unsatisfying, so I'm looking for a different method: one that can add the interesting tactical choices that are present in combat to other kinds of resolutions.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4710672, member: 2067"] Freeform noncombat is all well and good, but you could make the argument that there can never be a definitive list that allowed for maximal degree of freedom in the COMBAT aspect of the game, too. Because combat and roleplaying are the same thing: elements of the game used to resolve a conflict. Freeform has its problems (why would you resist doing freeform combat? Those are the same reasons to resist doing freeform noncombat). A series of noncombat roles is not going to be extremely flexible but, like the class system, it's going to give you an archetype that you can play your character to. And that's the point, really. That these characters should be able to solve problems that don't involve stabbing people in interesting and diverse ways based on the type of character they are. And, like combat, it shouldn't depend so much on the player's ability to do those things as it should on the CHARACTER's ability to do those things. It's okay to want to do stuff differently, more like old-school D&D, but IMO, that method is unsatisfying, so I'm looking for a different method: one that can add the interesting tactical choices that are present in combat to other kinds of resolutions. [/QUOTE]
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Roles in 4E D&D - Combat and Non-Combat Roles
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