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Violence and D&D: Is "Murderhobo" Essential to D&D?
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<blockquote data-quote="pemerton" data-source="post: 8021400" data-attributes="member: 42582"><p>Adding to some other replies you've received:</p><p></p><p>Burning Wheel has robust action resolution for non-combat as well as combat. So does Prince Valiant (although it may not feel like a session of Prince Valiant without at least one joust or clash of arms!).</p><p></p><p>Cortex+ Heroic is in some ways similar to Fate, with symmetric and interlocking resolution for all modes of conflict. HeroWars/Quest is a bit less like Fate but is another system where this is true. Apocalypse World is rather violence-laden in its tropes and has plenty of scope for post-apocalyptic combat and warbands but its resolution framework is robust in respect of non-combat and even non-violent options.</p><p></p><p>There are also more traditional systems that do no need to prioritise combat as the primary mechanism of conflict resolution. Rolemaster is one, though it's non-combat resolution, while pretty robust compared to most versions of D&D, is a bit wobbly compared to modern games. Classic Traveller is another, and I think it holds up better than RM because its maths is tighter overall. (Either through better design or just sheer good luck!)</p><p></p><p>I agree with what [USER=6696971]@Manbearcat[/USER] posted in response to this just a post or two upthread.</p><p></p><p>The "passes" to succeed are quite analogous to hit point ablation (and in contrast are quite different from approaches to combat that emphasise the imposition of either mechanical or in-the-fiction debuffs). But because there is no ablation on the player-side, because the players roll all the dice, then the GM needs to use techniques of narrating consequences and imposing mechanical consequences where necessary similar to how that would be done in AW or DW.</p><p></p><p>That is how the "narrative aspect of just how much or how little you have made progress" is handled.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8021400, member: 42582"] Adding to some other replies you've received: Burning Wheel has robust action resolution for non-combat as well as combat. So does Prince Valiant (although it may not feel like a session of Prince Valiant without at least one joust or clash of arms!). Cortex+ Heroic is in some ways similar to Fate, with symmetric and interlocking resolution for all modes of conflict. HeroWars/Quest is a bit less like Fate but is another system where this is true. Apocalypse World is rather violence-laden in its tropes and has plenty of scope for post-apocalyptic combat and warbands but its resolution framework is robust in respect of non-combat and even non-violent options. There are also more traditional systems that do no need to prioritise combat as the primary mechanism of conflict resolution. Rolemaster is one, though it's non-combat resolution, while pretty robust compared to most versions of D&D, is a bit wobbly compared to modern games. Classic Traveller is another, and I think it holds up better than RM because its maths is tighter overall. (Either through better design or just sheer good luck!) I agree with what [USER=6696971]@Manbearcat[/USER] posted in response to this just a post or two upthread. The "passes" to succeed are quite analogous to hit point ablation (and in contrast are quite different from approaches to combat that emphasise the imposition of either mechanical or in-the-fiction debuffs). But because there is no ablation on the player-side, because the players roll all the dice, then the GM needs to use techniques of narrating consequences and imposing mechanical consequences where necessary similar to how that would be done in AW or DW. That is how the "narrative aspect of just how much or how little you have made progress" is handled. [/QUOTE]
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