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<blockquote data-quote="Wombat" data-source="post: 3998500" data-attributes="member: 8447"><p>First and foremost, D&D is a set of fantasy tactical (small scale) miniatures rules. Almost everything in the rules devolves to combat advantages and disadvantages. Having the right skill set and right equipment, backed up with the right knowledge, allows for ease of removing opponents from the board. Fascinatingly, almost all of this combat takes place in enclosed underground environments that have no discernible purpose other than being a place where the combat takes place -- certainly few cultures would go out of their way to create such imposing and difficult (from an engineering perspective) structures.</p><p></p><p>D&D is about being a mercenary. You kill things and are paid (or allowed looting rights). As you go along, you get more skills, powers, equipment and rep so you can take on bigger threats. And as you kill more and gain more power, you take on bigger threats for even <em>more </em>money and/or other recompense.</p><p></p><p>Tied into all of this are roleplaying elements, albeit far secondary to the combat. There is a vague nod towards keeping track of one's moral standing (alignment) as well as some negotiating abilities, but again these tend to back up the broader tactical needs/focus of the game.</p></blockquote><p></p>
[QUOTE="Wombat, post: 3998500, member: 8447"] First and foremost, D&D is a set of fantasy tactical (small scale) miniatures rules. Almost everything in the rules devolves to combat advantages and disadvantages. Having the right skill set and right equipment, backed up with the right knowledge, allows for ease of removing opponents from the board. Fascinatingly, almost all of this combat takes place in enclosed underground environments that have no discernible purpose other than being a place where the combat takes place -- certainly few cultures would go out of their way to create such imposing and difficult (from an engineering perspective) structures. D&D is about being a mercenary. You kill things and are paid (or allowed looting rights). As you go along, you get more skills, powers, equipment and rep so you can take on bigger threats. And as you kill more and gain more power, you take on bigger threats for even [I]more [/I]money and/or other recompense. Tied into all of this are roleplaying elements, albeit far secondary to the combat. There is a vague nod towards keeping track of one's moral standing (alignment) as well as some negotiating abilities, but again these tend to back up the broader tactical needs/focus of the game. [/QUOTE]
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