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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7447493" data-attributes="member: 996"><p>Foul! </p><p></p><p> The description only said that you /could/ draw on your inspiration in those thematically appropriate way. You could instead draw on the compassion you RP'd when negotiating with the beggar king to assassinate him later that evening, sure, but that doesn't make you dissociative (<em>mechanically</em>)...</p><p></p><p> You know if there were some players'd just horde it until they drowned in one.</p><p></p><p> Wouldn't that be 'good RP' in the absence of any incentive? </p><p></p><p> Neither the current ed of D&D nor Fate really lend themselves to casual play. Fate Accelerated, maybe, but FATE, with it's session 0 story-braiding (I don't know if that's fair, but it's hard to describe succinctly, and harder to do casually/quickly), requires a fairly high up-front buy-in. It seems like a 'serious gamers' product. D&D (basic pdf, perhaps), also maybe, if you do pre-gens, and pre-pick spells or just eschew casters, entirely.</p><p></p><p> Because Roll v Role, I guess. RP & tactical combat are incompatible, except when they aren't, then they are again. </p><p>Seriously, though, all you'd need to play a combat specialist in FATE is a character concept - 'story' - that screams combat specialist, like IDK, Casca the Eternal Mercenary or just about anyone ever played by Arnold Schwarzenegger...</p><p></p><p> IDK if 'saddles' is fair, but, while you'll get hps and proficiency bonuses like everyone else, you could dump CON, go about unarmed & unarmored, and choose all support & utility spells, and still be a contributing party member and a 'non-combatant' - only because you /choose/ never to prepare Spirit Guardians or Flame Strike or what-have-you, but, still, you could do it. Pacifist Cleric was a thing in both 3.5 (variety of pacifist builds, but cleric was the most practical) & 4e (which could also do a 'lazy warlord' who was great to have in combat, but, y'know, not actually doin' it himself).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7447493, member: 996"] Foul! The description only said that you /could/ draw on your inspiration in those thematically appropriate way. You could instead draw on the compassion you RP'd when negotiating with the beggar king to assassinate him later that evening, sure, but that doesn't make you dissociative ([i]mechanically[/i])... You know if there were some players'd just horde it until they drowned in one. Wouldn't that be 'good RP' in the absence of any incentive? Neither the current ed of D&D nor Fate really lend themselves to casual play. Fate Accelerated, maybe, but FATE, with it's session 0 story-braiding (I don't know if that's fair, but it's hard to describe succinctly, and harder to do casually/quickly), requires a fairly high up-front buy-in. It seems like a 'serious gamers' product. D&D (basic pdf, perhaps), also maybe, if you do pre-gens, and pre-pick spells or just eschew casters, entirely. Because Roll v Role, I guess. RP & tactical combat are incompatible, except when they aren't, then they are again. Seriously, though, all you'd need to play a combat specialist in FATE is a character concept - 'story' - that screams combat specialist, like IDK, Casca the Eternal Mercenary or just about anyone ever played by Arnold Schwarzenegger... IDK if 'saddles' is fair, but, while you'll get hps and proficiency bonuses like everyone else, you could dump CON, go about unarmed & unarmored, and choose all support & utility spells, and still be a contributing party member and a 'non-combatant' - only because you /choose/ never to prepare Spirit Guardians or Flame Strike or what-have-you, but, still, you could do it. Pacifist Cleric was a thing in both 3.5 (variety of pacifist builds, but cleric was the most practical) & 4e (which could also do a 'lazy warlord' who was great to have in combat, but, y'know, not actually doin' it himself). [/QUOTE]
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