Geron Raveneye
Explorer
BryonD said:Again, part of my premise is that if you are looking at it as a tactical mini game then you have already turned your back on roleplay.
You are not required to try to win the mini game. And I'd argue that it is much more fun to stay in character and simply assess what you would do if you were this person, in exactly the same way you would if the minis were NOT there. Then just use the minis to play out the tactical implications of your actions. Put the roleplay horse before the tactics cart, I guess, to hatchet a phrase.
Best of both worlds.
And that is not incompatible with assuming that your fighter character would be somewhat tactically capable. The characters do not have a bird's eye view of things. (well, usually not) Just go with what your character would do and than play it out.
The thing is, and I think I'm not too far off with this, that with D&D 3.x, the game has become a combination of a roleplaying game and a tactical mini game (skirmish sized). It has the pen-and-paper roleplaying component, and the tabletop/battlemat count-your-squares-and-roll-the-dice mini game component..and yes, compared to earlier editions, that has become much more pronounced, up to the example illustrations in the core rules.
So while plenty of people are able to mesh both, blending the roleplaying with the tactical mini game, another part of our hobby simply switches tracks from "roleplaying" to tabletop mini game" and back, depending on the part of the game that comes up. That might be a function of the player, of course...but I contend that the rules play a big part in this "mental gear shift" simply by actually being a tactical mini game where combat is concerned. The whole setup is built around the assumption that combat is best and most optimally played out with minis on a battlemat, the rules cater to handling everything in units of 5' squares, the AoO concept works most optimal when done with minis on a battlemat, spells are optimized for the battlemat down to the AoE being sold as wire shapes for easy layout.
In my eyes, that doesn't just encourage players to switch to "tactical mini game mode" in their minds when the battlemat comes up, it's actually what is assumed to happen by the rules, and will yield the most optimal results. The game is set up to switch gears from roleplay to mini game, and that's what many players follow. In a way it's as if the game required the group to suddenly whip out the monopoly board to resolve house-building scenarios...people would switch mostly to Monopoly mode, and barely stay in character.
Hmmmm, D&D Monopoly...I wonder what a wizard's tower is worth in rent...

To keep that from happening? Make the combat rules less dependant on minis and battlemats. Note that I'm not arguing for taking those components out of the game...but make them less necessary for the rules to work. Or at least, create alternative combat rules that are less mini-centric. A bit more abstract, or narrative, maybe. Simply spoken, make it less of a tabletop miniature game, then players won't have to switch mental tracks during it. The question is just how to do roleplaying combat...but that's for a good game designer to answer.