Ry
Explorer
|)ar|{ said:Well then the game wouldn't work for those groups that want to play a group of individuals.
Yeah, I know. As per my original post.
|)ar|{ said:Well then the game wouldn't work for those groups that want to play a group of individuals.
Drawmack said:Hmmmm LG Paladin and CN Barbarian. Maybe the campaign centers around a BBEG who is a NE Blight Mage who has been blighting the lands the barbarian is from. The LG Paladin needs only the motivation that the NE Blight Mage is E. So therefore these two work together to solve the problem of the blight mage. In future quests the fact that the barbarian likes the paladin is enough for him to work with the paladin since CN is a free spirit type.
Olgar Shiverstone said:Sure, the game can be played other ways -- but I see the default structure to be one of cooperation by "heroic-minded" characters to overcome challenges (i.e., earn XP and advance).
rycanada said:You see, I'd like to know what D&D would look like if it actively discouraged this sort of thing. The current system discourages it, but not actively.
tx7321 said:But why? Free will is the point of the game.
As you can see, thinking outside the box is generally viewed as attacking D&D around here.rycanada said:I'm not trying ot attack D&D here, just trying to encourage thinking outside the box a bit about how you could target the play experience.
I'm in the camp that D&D already pretty much does what you're asking. It does it w/r/t to the tactical combat thing, granted, but that's what D&D is about. If you're trying to ask about problem solving and team-building in another context, then the crux of your question is about that context, not the problem-solving issue itself.rycanada said:That's what I'm trying to get at. What changes like this would be built into the system in order to encourage the party to work together, and discourage them working against each other? Which rules are counterproductive or superfluous in light of the goal of encouraging this?