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What do you do beyond combat?
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<blockquote data-quote="Kahuna Burger" data-source="post: 2623641" data-attributes="member: 8439"><p>personlly, I don't find it to be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> As for other non combat options, I'd suggest either Exploration or Private Investigation.</p><p></p><p>Exploration is easy enough to set up. there's the known world, and you are moving beyond it to chart the way and scout for resources, both natural and social. While there are plenty of oppertunities for combat, theres also meeting new kinds of people, negotiating rights to move through a particular area, helping the people you meet - think Stargate. Yeah, most of the time they end up getting in fights with the people they meet, be there's often a lot more to it than that, and some eps have no combat at all.</p><p></p><p>Private Investigation is fun too. Set up the "party" as trouble shooters who can find things, find things out and solve problems. You could find combat in unexpected places (oops, the kings son isn't involved with an unsuitable woman, he's involved with a death cult) or diplomacy in places even less expected (you faked your kidnapping by orcs so you could marry your half orc lover in secrecy and you don't want us to tell your dad until the 3 day consumation makes him unable to challenge it.... um....) and get involved in any sort of traditional adventure. (lost family heirlooms are as good an excuse for a dungeon delve as any other).</p><p></p><p>D&D does have resolution systems for tracking, gathering information, sweet talking folks, etc, so the PCs can use their skills instead of just falling back on player puzzle ability, and you can use political intrigue as one of the possible plot points in either setup to see if your players like it. Thats the biggest advantage really, is that you can see what kind of challanges your players like and tailor future "installments" to their liking.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 2623641, member: 8439"] personlly, I don't find it to be. ;) As for other non combat options, I'd suggest either Exploration or Private Investigation. Exploration is easy enough to set up. there's the known world, and you are moving beyond it to chart the way and scout for resources, both natural and social. While there are plenty of oppertunities for combat, theres also meeting new kinds of people, negotiating rights to move through a particular area, helping the people you meet - think Stargate. Yeah, most of the time they end up getting in fights with the people they meet, be there's often a lot more to it than that, and some eps have no combat at all. Private Investigation is fun too. Set up the "party" as trouble shooters who can find things, find things out and solve problems. You could find combat in unexpected places (oops, the kings son isn't involved with an unsuitable woman, he's involved with a death cult) or diplomacy in places even less expected (you faked your kidnapping by orcs so you could marry your half orc lover in secrecy and you don't want us to tell your dad until the 3 day consumation makes him unable to challenge it.... um....) and get involved in any sort of traditional adventure. (lost family heirlooms are as good an excuse for a dungeon delve as any other). D&D does have resolution systems for tracking, gathering information, sweet talking folks, etc, so the PCs can use their skills instead of just falling back on player puzzle ability, and you can use political intrigue as one of the possible plot points in either setup to see if your players like it. Thats the biggest advantage really, is that you can see what kind of challanges your players like and tailor future "installments" to their liking. [/QUOTE]
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