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General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9212838" data-attributes="member: 6801252"><p>Only if combat is the only thing that needs rules, a big part of my transition to PF2e, was how excited I was for more robust exploration and downtime stuff. One experience I had in my 4e days, and then continued into 5e (but with much worse combat, so it became egregious) was that our dungeons always felt anemic compared to the fantasy of these elaborate complexes with secrets and stuff-- the rules didn't do enough to simulate the feeling of engaging with the dungeon as an activity. But its also conceivable that there are games that overdesign dungeon crawling for my tastes, or games where the premise doesn't invite dungeon crawling (Lancer Battlegroup comes to mind, which is essentially just character drama and fleet battles, so combat + freeform roleplaying + simple out-of-combat resolution, is just fine.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9212838, member: 6801252"] Only if combat is the only thing that needs rules, a big part of my transition to PF2e, was how excited I was for more robust exploration and downtime stuff. One experience I had in my 4e days, and then continued into 5e (but with much worse combat, so it became egregious) was that our dungeons always felt anemic compared to the fantasy of these elaborate complexes with secrets and stuff-- the rules didn't do enough to simulate the feeling of engaging with the dungeon as an activity. But its also conceivable that there are games that overdesign dungeon crawling for my tastes, or games where the premise doesn't invite dungeon crawling (Lancer Battlegroup comes to mind, which is essentially just character drama and fleet battles, so combat + freeform roleplaying + simple out-of-combat resolution, is just fine.) [/QUOTE]
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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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