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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="ExploderWizard" data-source="post: 5464561" data-attributes="member: 66434"><p>This example proves my point even more. It was simply another formulaic rules construct being exploited because it was known to provide a bonus. </p><p>Find a way to use combat power X in a non-combat challenge and receive a bonus to Y, oh, and you get a cookie. </p><p> </p><p>I see this kind of thing more as a no brainer rather than inspired creative content. Hmm... a skill challenge is an encounter so find a way to shoehorn a combat encounter power into the situation, get an extra bonus, and profit. Hey no loss either as the power is refreshed right after the encounter. Such additions to the challenge are still merely rules constructs involving selecting something from a preset menu for a benefit and coming up with a plausible excuse in the fiction to justify the action. </p><p> </p><p> </p><p> </p><p>In other words, succeed at a difficult menu option to unlock options of lesser difficulty making the overall goal easier to accomplish. I still don't see any genuine creativity in this or how the judgement of the DM has any bearing on the situation at all. </p><p> </p><p>If the basic actions of the players and the decisions of the DM can be simulated in a computer game then then the lightning in a bottle, which is the core of the human D&D experience is lost.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5464561, member: 66434"] This example proves my point even more. It was simply another formulaic rules construct being exploited because it was known to provide a bonus. Find a way to use combat power X in a non-combat challenge and receive a bonus to Y, oh, and you get a cookie. I see this kind of thing more as a no brainer rather than inspired creative content. Hmm... a skill challenge is an encounter so find a way to shoehorn a combat encounter power into the situation, get an extra bonus, and profit. Hey no loss either as the power is refreshed right after the encounter. Such additions to the challenge are still merely rules constructs involving selecting something from a preset menu for a benefit and coming up with a plausible excuse in the fiction to justify the action. In other words, succeed at a difficult menu option to unlock options of lesser difficulty making the overall goal easier to accomplish. I still don't see any genuine creativity in this or how the judgement of the DM has any bearing on the situation at all. If the basic actions of the players and the decisions of the DM can be simulated in a computer game then then the lightning in a bottle, which is the core of the human D&D experience is lost. [/QUOTE]
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