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The Return of the Player and the Man Beneath the Mask?
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<blockquote data-quote="ExploderWizard" data-source="post: 5805256" data-attributes="member: 66434"><p>Its just a matter of where you want your player input focused. Do you want it on the grid or in the collective minds of the others at the table? </p><p> </p><p>Combat in D&D was originally designed to be abstract, in order to leave a lot of room for creativity and input from the player. This is not the same as choosing a pre-defined option from a menu of powers. </p><p> </p><p>The system was flexible and simple to accomodate a whole range of possible actions, including "I attack" if the player only had a peripheral interest in combat. </p><p> </p><p>Later editions began to provide more and more rule support for combat, while at the same time, reducing exploration play into a series of die rolls. </p><p>For combat lovers this poses no problem, but exploration and socially focused players get thier favorite parts of play squeezed out. </p><p> </p><p>I hope 5E can take an even approach to the different facets of the game. Let explorers and social butterflies do thier thing yet also provide a strong tactical opportunity for lovers of violence. I'm sure a modular game can deliver this if equal attention is paid to all three silos.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5805256, member: 66434"] Its just a matter of where you want your player input focused. Do you want it on the grid or in the collective minds of the others at the table? Combat in D&D was originally designed to be abstract, in order to leave a lot of room for creativity and input from the player. This is not the same as choosing a pre-defined option from a menu of powers. The system was flexible and simple to accomodate a whole range of possible actions, including "I attack" if the player only had a peripheral interest in combat. Later editions began to provide more and more rule support for combat, while at the same time, reducing exploration play into a series of die rolls. For combat lovers this poses no problem, but exploration and socially focused players get thier favorite parts of play squeezed out. I hope 5E can take an even approach to the different facets of the game. Let explorers and social butterflies do thier thing yet also provide a strong tactical opportunity for lovers of violence. I'm sure a modular game can deliver this if equal attention is paid to all three silos. [/QUOTE]
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The Return of the Player and the Man Beneath the Mask?
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