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RPG Combat: Sport or War?
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<blockquote data-quote="Sunseeker" data-source="post: 7726763"><p>An absurd revenue goal. A revenue goal when Hasbro was treating their subsidiaries like milking cows while refusing to feed them. A revenue goal based on an almost completely different version of the game. A revenue goal that almost saw D&D <em>canceled</em>. </p><p></p><p>But I would hardly consider meeting corporate-giant revenue goals as a failed game. It may have led to earlier replacement, but keep in mind 4E published 60 books (including Essentials) while the vaunted 3E published 69. Only NINE books different. It would be more arguable that WotC's decision to <em>not</em> have an OGL and thus <em>not</em> get 3PP support for 4E was certainly a significant contributing factor to 4E's decline.</p><p></p><p>I'm not <em>stupid</em>. I'm not going to argue 4E was perfect. But it also my favorite edition of the game.</p><p></p><p></p><p></p><p>The rules account for <em>mass</em> of the rock, that's about it. It doesn't factor in density, speed, or use. I mean, a mace is basically a rock on a stick right? But somehow when you hit someone with a rock, it's an improvised weapon, you get no strength bonus, and it deals something like 1d2 or 1d3 damage. </p><p></p><p>But if you hit someone with a boulder, suddenly it's like 16d6 because the rock has a 3' radius. Completely discounting the accuracy issues of throwing such an object, and ignoring how hard it was thrown, IF it was thrown at all, since a rock falling from the ceiling is almost exactly as deadly.</p><p></p><p></p><p></p><p>Well, okay I can buy that argument. More often than not, I feel game rules represent game elements. HP, AEDU powers, short/long rest recharges, these are not fundamental elements of the reality of existence in the gameworld. These are game elements designed to balance play in a manner to keep rogues engaged in combat, instead of simply waiting on the sidelines doing nothing for days until they stab someone in the back. These are game elements to overcome the fact that the Wizard bends reality around his little finger. </p><p></p><p>While I have seen a clear preference for combat-as-war in this thread, and even hold such a view myself simply because as was said upthread, combat-as-war allows for the option of combat-as-sport, I do not believe I have seen any serious expression of revulsion towards combat-as-sport.</p><p></p><p>Personally, if we're going to give the players a 90% chance to win any given fight anyway, then the fights are largely meaningless and how you approach them as a DM or a player is equally meaningless. If the game is designed to ensure you win regardless, then the outcome has been determined and the method doesn't matter.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7726763"] An absurd revenue goal. A revenue goal when Hasbro was treating their subsidiaries like milking cows while refusing to feed them. A revenue goal based on an almost completely different version of the game. A revenue goal that almost saw D&D [I]canceled[/I]. But I would hardly consider meeting corporate-giant revenue goals as a failed game. It may have led to earlier replacement, but keep in mind 4E published 60 books (including Essentials) while the vaunted 3E published 69. Only NINE books different. It would be more arguable that WotC's decision to [I]not[/I] have an OGL and thus [I]not[/I] get 3PP support for 4E was certainly a significant contributing factor to 4E's decline. I'm not [I]stupid[/I]. I'm not going to argue 4E was perfect. But it also my favorite edition of the game. The rules account for [I]mass[/I] of the rock, that's about it. It doesn't factor in density, speed, or use. I mean, a mace is basically a rock on a stick right? But somehow when you hit someone with a rock, it's an improvised weapon, you get no strength bonus, and it deals something like 1d2 or 1d3 damage. But if you hit someone with a boulder, suddenly it's like 16d6 because the rock has a 3' radius. Completely discounting the accuracy issues of throwing such an object, and ignoring how hard it was thrown, IF it was thrown at all, since a rock falling from the ceiling is almost exactly as deadly. Well, okay I can buy that argument. More often than not, I feel game rules represent game elements. HP, AEDU powers, short/long rest recharges, these are not fundamental elements of the reality of existence in the gameworld. These are game elements designed to balance play in a manner to keep rogues engaged in combat, instead of simply waiting on the sidelines doing nothing for days until they stab someone in the back. These are game elements to overcome the fact that the Wizard bends reality around his little finger. While I have seen a clear preference for combat-as-war in this thread, and even hold such a view myself simply because as was said upthread, combat-as-war allows for the option of combat-as-sport, I do not believe I have seen any serious expression of revulsion towards combat-as-sport. Personally, if we're going to give the players a 90% chance to win any given fight anyway, then the fights are largely meaningless and how you approach them as a DM or a player is equally meaningless. If the game is designed to ensure you win regardless, then the outcome has been determined and the method doesn't matter. [/QUOTE]
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