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The Myth of the Necessity of Magic Items
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<blockquote data-quote="Darrell" data-source="post: 3391229" data-attributes="member: 680"><p>A) D&D <em>does</em> define a character outside of combat abilities. All it means is that in my games, CHA and the 'non-combat' skills and feats see more use than they may in someone else's game.</p><p></p><p>B) Whether you call it 'conflict resolution' or 'task resolution,' it's still rolling dice to see if you can or cannot do something (unless you're talking about a 'diceless' system, in which case you should aim your arguments in another direction--my group isn't interested in diceless RPGs, and quite frankly, neither am I <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p><p></p><p></p><p></p><p>Not the best for everyone? Agreed. It <em>is</em>, however, the best for my group, in that <em>a)</em> it's the system we choose to play, and <em>b)</em> it works just fine for our games. The fact of the matter is, my group doesn't <em>want</em> to play something different. They want to play <em>Dungeons & Dragons</em> (TM). </p><p></p><p>Part of it has to do with D&D (and d20, to widen the scope slightly) being the most prolific and supported system on the market. It isn't necessarily some festering evil to be the 'big dog in the yard.' We've tried other systems on occasion, but have always come back to D&D (in <em>either</em> edition). On those occasions when we've added a player to our group, it's been a lot easier to do so with D&D. If the 'new' player is an experienced RPGer, he already knows D&D, at least to some extent; and when the new player is a 'newbie' to RPGs, it's alot easier to get a handle on the system when everyone around you is able to help you learn, because they're experienced with the system.</p><p></p><p>Regards,</p><p>Darrell</p></blockquote><p></p>
[QUOTE="Darrell, post: 3391229, member: 680"] A) D&D [I]does[/I] define a character outside of combat abilities. All it means is that in my games, CHA and the 'non-combat' skills and feats see more use than they may in someone else's game. B) Whether you call it 'conflict resolution' or 'task resolution,' it's still rolling dice to see if you can or cannot do something (unless you're talking about a 'diceless' system, in which case you should aim your arguments in another direction--my group isn't interested in diceless RPGs, and quite frankly, neither am I :) ). Not the best for everyone? Agreed. It [I]is[/I], however, the best for my group, in that [I]a)[/I] it's the system we choose to play, and [I]b)[/I] it works just fine for our games. The fact of the matter is, my group doesn't [I]want[/I] to play something different. They want to play [I]Dungeons & Dragons[/I] (TM). Part of it has to do with D&D (and d20, to widen the scope slightly) being the most prolific and supported system on the market. It isn't necessarily some festering evil to be the 'big dog in the yard.' We've tried other systems on occasion, but have always come back to D&D (in [I]either[/I] edition). On those occasions when we've added a player to our group, it's been a lot easier to do so with D&D. If the 'new' player is an experienced RPGer, he already knows D&D, at least to some extent; and when the new player is a 'newbie' to RPGs, it's alot easier to get a handle on the system when everyone around you is able to help you learn, because they're experienced with the system. Regards, Darrell [/QUOTE]
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