Shadowdark Unless I am wrong

No, they do. And that expectation is, "don't start any fights unless we absolutely have to." It's not a game about getting into fights -- there's no XP for doing so! -- it's an RPG about getting home with the treasure, by any means necessary.

Mmm....I do think it's a game about getting into fights. Just not in the same way as D&D 2nd-5th editions. You don't assume you can win just because the monster appears in your adventure.
 

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What is the bulk of the page content? Rules about fighting monsters.

This is the last response I have to this, because frankly there's no convincing you but others could learn something and I wouldnt want you to incorrectly influence them.

7-17 The basics.
18-26 - Classes and Background.
27 - 36 - Gear, Lore

37 - Weapons

38-87 - Spells, Playing the game.

88 - 89 - COMBAT

90 - 188 - NOT Combat

189 - 265 - Monsters. NOT COMBAT.

267 - 325 - Treasure, Loot, Items. NOT COMBAT.

So, out of a 325 page book how much of it is REALLY geared to combat?

37, 88, 89.

3 whole pages.


Are there items that are Weapons? Yes. Duh this is a game based on D&D and monsters exist and sometimes you slay them.

Does that make this a 'combat' game? 3 whole pages for combat?

Read your rule book again, if you think this is a combat centered game, read it again, and then go watch some video's from people who get what the game is about.

And then read it again.

Maybe start with something easy, like the Fighter, here is how some surface level analysis would go.

Weapons, Armor, HP? Looks like a sturdy guy! Maybe like a...Fighter.

Hauler? Hmm, wonder what the application is? Hmmm how does one get XP in this game? Treasure? Oh, and that takes Gear slots? HMmmmmmmmmmmmmmmmmmm.

Weapon Mastery. You know what Fighters need to do? Fight well? Well look at that.

Grit. Hmm.......whats the application here? Does anyone know the DC for kicking in a door? Maybe breaking some ropes?

So we have 1 ability for Fighting. One ability for 'out of combat' and one ability that actually applies to the core gameplay loop of Treasure?

Yeah, sure seems like this is a combat sim to me! /s
 

This is the last response I have to this, because frankly there's no convincing you but others could learn something and I wouldnt want you to incorrectly influence them.

7-17 The basics.
18-26 - Classes and Background.
27 - 36 - Gear, Lore

37 - Weapons

38-87 - Spells, Playing the game.

88 - 89 - COMBAT

90 - 188 - NOT Combat

189 - 265 - Monsters. NOT COMBAT.

267 - 325 - Treasure, Loot, Items. NOT COMBAT.

So, out of a 325 page book how much of it is REALLY geared to combat?

37, 88, 89.

3 whole pages.


Are there items that are Weapons? Yes. Duh this is a game based on D&D and monsters exist and sometimes you slay them.

Does that make this a 'combat' game? 3 whole pages for combat?

Read your rule book again, if you think this is a combat centered game, read it again, and then go watch some video's from people who get what the game is about.

And then read it again.

Maybe start with something easy, like the Fighter, here is how some surface level analysis would go.

Weapons, Armor, HP? Looks like a sturdy guy! Maybe like a...Fighter.

Hauler? Hmm, wonder what the application is? Hmmm how does one get XP in this game? Treasure? Oh, and that takes Gear slots? HMmmmmmmmmmmmmmmmmmm.

Weapon Mastery. You know what Fighters need to do? Fight well? Well look at that.

Grit. Hmm.......whats the application here? Does anyone know the DC for kicking in a door? Maybe breaking some ropes?

So we have 1 ability for Fighting. One ability for 'out of combat' and one ability that actually applies to the core gameplay loop of Treasure?

Yeah, sure seems like this is a combat sim to me! /s
You can lead a horse to water but you can't fix its lack of reading comprehension.
 

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