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RP *versus* combat? Not when I play
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<blockquote data-quote="Henry" data-source="post: 5520924" data-attributes="member: 158"><p>Agreed, from my experience. It's all in how much rule-variety a given designer puts into an activity. You can go D&D style, where you deal with everything from six different abilities that convert into a second ability (known as an "ability modifier"), four different kinds of defenses, hit points, multiple granular combat actions, magic items that enhance or detract from all these, etc. and then have less rule complexity for non-combat actions (the skill system can have almost as much rolling for results, but has maybe one-fifth of the rules and modifiers that combat has); then, you can have systems like Dogs in the Vineyard, where everything from Bloody Combat to Brushing Your Teeth Properly is handled with exactly the same mechanics - and both could theoretically net you just as much XP advancement! <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><p></p><p>Speaking personally, I've had plenty of dramatic roleplay-filled moments arising from a combat, whether it was wacky luck of the dice dramatically interpreted by a DM, or a situation I set up in the thick of combat. My favorite still to this day was from a 3E game almost 10 years ago, as my Cleric of Tempus was "the unkillable cleric" thanks to some well-placed buff spells, and my coming for the main villain, looking like a cross between the Terminator and Rambo, beaten, burned, and bruised, but calling his name as I stalked him a good 150 feet across the battlefield, through Fire Storms, Blade Barriers, Gated devils, you name it. God, that was fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 5520924, member: 158"] Agreed, from my experience. It's all in how much rule-variety a given designer puts into an activity. You can go D&D style, where you deal with everything from six different abilities that convert into a second ability (known as an "ability modifier"), four different kinds of defenses, hit points, multiple granular combat actions, magic items that enhance or detract from all these, etc. and then have less rule complexity for non-combat actions (the skill system can have almost as much rolling for results, but has maybe one-fifth of the rules and modifiers that combat has); then, you can have systems like Dogs in the Vineyard, where everything from Bloody Combat to Brushing Your Teeth Properly is handled with exactly the same mechanics - and both could theoretically net you just as much XP advancement! :D Speaking personally, I've had plenty of dramatic roleplay-filled moments arising from a combat, whether it was wacky luck of the dice dramatically interpreted by a DM, or a situation I set up in the thick of combat. My favorite still to this day was from a 3E game almost 10 years ago, as my Cleric of Tempus was "the unkillable cleric" thanks to some well-placed buff spells, and my coming for the main villain, looking like a cross between the Terminator and Rambo, beaten, burned, and bruised, but calling his name as I stalked him a good 150 feet across the battlefield, through Fire Storms, Blade Barriers, Gated devils, you name it. God, that was fun. :) [/QUOTE]
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