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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="Tony Vargas" data-source="post: 6862300" data-attributes="member: 996"><p>And those all use mechanics pulled from the combat system, like saving throws and damage, added to the more desultory sub-systems (if any) for resolving whether you notice a trap or fall off a cliff without being pushed.</p><p></p><p>True, but in combat it will generally be immediate life-or-death. Other things might be important and potentially life-or-death, like a delicate negotiation, but those things can often devolve into combat to get to the life-or-death point, anyway. Plus, combat is pretty complex and necessarily abstract, while a negotiation is all too easy to 'just RP it.'</p><p></p><p>Certainly. And there were reasons for that decision, like the complexity and stakes of combat, the potential for other sorts of conflicts to devolve into violence, and the whole-party-involvement typical of combat in an RPG.</p><p></p><p>Sorry to focus on the side-note, but that is a good point. Not only does D&D edge fighters towards specializing in a weapon or type of weapon, but gaining a magical weapon will bring it right to the top of your preferred list, it'll become your hammer in search of nails. The concept of a pragmatic generalist fighter who takes a 'right tool for the job' approach to weapons is pretty reasonable, and could be fun to play, but weapons either aren't differentiated enough, or are differentiated in ways that eliminates most from consideration as strictly, or just generally, inferior.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6862300, member: 996"] And those all use mechanics pulled from the combat system, like saving throws and damage, added to the more desultory sub-systems (if any) for resolving whether you notice a trap or fall off a cliff without being pushed. True, but in combat it will generally be immediate life-or-death. Other things might be important and potentially life-or-death, like a delicate negotiation, but those things can often devolve into combat to get to the life-or-death point, anyway. Plus, combat is pretty complex and necessarily abstract, while a negotiation is all too easy to 'just RP it.' Certainly. And there were reasons for that decision, like the complexity and stakes of combat, the potential for other sorts of conflicts to devolve into violence, and the whole-party-involvement typical of combat in an RPG. Sorry to focus on the side-note, but that is a good point. Not only does D&D edge fighters towards specializing in a weapon or type of weapon, but gaining a magical weapon will bring it right to the top of your preferred list, it'll become your hammer in search of nails. The concept of a pragmatic generalist fighter who takes a 'right tool for the job' approach to weapons is pretty reasonable, and could be fun to play, but weapons either aren't differentiated enough, or are differentiated in ways that eliminates most from consideration as strictly, or just generally, inferior. [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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