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*Dungeons & Dragons
Taking the "Dungeons" out of D&D
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<blockquote data-quote="aco175" data-source="post: 8085071" data-attributes="member: 27385"><p>The rules for combat are fairly structured and provide a framework that works. Social interaction and exploration may not be what some want, while others may want/need more rules. We have talked before about reducing a puzzle or a NPC interaction to a die roll and how some are fine with it and others are not, saying that it is taking some of the fun away from the players even if their genius mage would be able to solve the problem. The openness of everything non-combat is hard to make certain rules for- like skill challenges from 4e. They worked to a point, but some did not use them at all, while others found that players were just trying to use their best skill for all the rolls. </p><p></p><p>I tended to base skill rolls on the player and how much he was involved and how he played the game. Which is only relevant at my table and not anyone else. If I have a table of new players or kids that may not know about puzzles or logic traps and such, then the game needs hints and rolls to help. My father likes the logic puzzles and would not need a roll to give a hint. So to say all interactions need or do not need more rules if rather hard to create all-encompassing rules for.</p></blockquote><p></p>
[QUOTE="aco175, post: 8085071, member: 27385"] The rules for combat are fairly structured and provide a framework that works. Social interaction and exploration may not be what some want, while others may want/need more rules. We have talked before about reducing a puzzle or a NPC interaction to a die roll and how some are fine with it and others are not, saying that it is taking some of the fun away from the players even if their genius mage would be able to solve the problem. The openness of everything non-combat is hard to make certain rules for- like skill challenges from 4e. They worked to a point, but some did not use them at all, while others found that players were just trying to use their best skill for all the rolls. I tended to base skill rolls on the player and how much he was involved and how he played the game. Which is only relevant at my table and not anyone else. If I have a table of new players or kids that may not know about puzzles or logic traps and such, then the game needs hints and rolls to help. My father likes the logic puzzles and would not need a roll to give a hint. So to say all interactions need or do not need more rules if rather hard to create all-encompassing rules for. [/QUOTE]
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Taking the "Dungeons" out of D&D
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