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What do you NOT want systems for?
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<blockquote data-quote="Retros_x" data-source="post: 9117341" data-attributes="member: 7033171"><p>Why are so many here confusing acting with roleplaying? "My character tries to flatter the king with compliments about his golden palace to get his good will" There is no need for a player to be as charismatic as his character, same as the player doesn't need to be as strong as his character. If you are to anxious to state your characters action and intent, you are to anxious to play D&D. But I've never met a player like that. I met several with social anxiety who wouldn't want to act their character out with voice, mannerisms etc. which is perfectly fine.</p><p></p><p></p><p></p><p>Rightfully so, video games are just better at that stuff. In the same vein I would like to get rid of every grid related rule and 5' steps. Just use zones and/or no. of units affected.</p><p></p><p>Using clocks for overall alertness or something is more scenario design and not rules IMO. I use it already and don't even consider it as homebrew.</p><p></p><p>Another thing I don't need: Chase rules or any other minigame subsystem for something that can be solved with skill checks and roleplay (so almost everything).</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9117341, member: 7033171"] Why are so many here confusing acting with roleplaying? "My character tries to flatter the king with compliments about his golden palace to get his good will" There is no need for a player to be as charismatic as his character, same as the player doesn't need to be as strong as his character. If you are to anxious to state your characters action and intent, you are to anxious to play D&D. But I've never met a player like that. I met several with social anxiety who wouldn't want to act their character out with voice, mannerisms etc. which is perfectly fine. Rightfully so, video games are just better at that stuff. In the same vein I would like to get rid of every grid related rule and 5' steps. Just use zones and/or no. of units affected. Using clocks for overall alertness or something is more scenario design and not rules IMO. I use it already and don't even consider it as homebrew. Another thing I don't need: Chase rules or any other minigame subsystem for something that can be solved with skill checks and roleplay (so almost everything). [/QUOTE]
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