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<blockquote data-quote="jessemock" data-source="post: 1438706" data-attributes="member: 15694"><p>I've always considered this notion pure nonsense: the game <em>is</em> the rules, and it isn't anything else. </p><p></p><p>The line that D&D offers us something marvelous by making explicit the tacit fact that we can play it however we like in the privacy of our own homes strikes me as rather a specious recommendation.</p><p></p><p>Yes; I can use the D&D3.5 rules to roleplay social situations; I can also use a screwdriver to hammer a nail. </p><p></p><p> </p><p></p><p>No; they don't. The marketing of D&D tells us, via various ways of expressing 'Rule 0' that the screwdriver they've sold us may serve perfectly well as a hammer. It's not true.</p><p></p><p>The only balance issue is balance in combat. The purpose of the social skills is to resolve the role-playing of social situations in as near a method to that used in combat as possible, i.e. in a way that is as free as possible of the DM's judgement.</p><p></p><p>Maneuver-type feats are the same: they are designed to codify a tactic, in order to prevent a DM from making any decisions about them. Sometimes this is reasonable, other times not.</p><p></p><p>Yes; feats and prestige classes offer a valid means of establishing a way of expressing a character concept, but, just as well, they often diminish the role-playing options available to a player--which is also what they are meant to do. They serve as a brief, game-mechanical exposition of an idea that could have been role-played; they replace that role-playing precisely because D&D doesn't emphasise the importance of it. D&D recognises almost nothing that doesn't make an appearance in the kind of role-playing that it favours, which is combat.</p><p></p><p>Not that there's anything wrong with that!</p></blockquote><p></p>
[QUOTE="jessemock, post: 1438706, member: 15694"] I've always considered this notion pure nonsense: the game [I]is[/I] the rules, and it isn't anything else. The line that D&D offers us something marvelous by making explicit the tacit fact that we can play it however we like in the privacy of our own homes strikes me as rather a specious recommendation. Yes; I can use the D&D3.5 rules to roleplay social situations; I can also use a screwdriver to hammer a nail. No; they don't. The marketing of D&D tells us, via various ways of expressing 'Rule 0' that the screwdriver they've sold us may serve perfectly well as a hammer. It's not true. The only balance issue is balance in combat. The purpose of the social skills is to resolve the role-playing of social situations in as near a method to that used in combat as possible, i.e. in a way that is as free as possible of the DM's judgement. Maneuver-type feats are the same: they are designed to codify a tactic, in order to prevent a DM from making any decisions about them. Sometimes this is reasonable, other times not. Yes; feats and prestige classes offer a valid means of establishing a way of expressing a character concept, but, just as well, they often diminish the role-playing options available to a player--which is also what they are meant to do. They serve as a brief, game-mechanical exposition of an idea that could have been role-played; they replace that role-playing precisely because D&D doesn't emphasise the importance of it. D&D recognises almost nothing that doesn't make an appearance in the kind of role-playing that it favours, which is combat. Not that there's anything wrong with that! [/QUOTE]
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