The Human Target
Adventurer
If I can only have one thing, its heroic and high action.
I guess I was one of the three so far to choose tactical combat. I like the other aspects, but when I run a Pathfinder game, I like laying out the environment, setting the encounter up, and going to town.
Story first.
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D&D that's slow and complex? Still D&D. Archetypically D&D, maybe.
D&D about nonheroic characters and without action? Still D&D. Potentially very good D&D.
D&D without simulationism? Still D&D. A high-power game or a very tactical gamist one.
D&D without tactical combat? Still D&D. A great experience for the high-art roleplayers.
D&D without a story? Now you're just playing Chainmail.
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Doesn't have to be a great story or an involved story or even make sense, but D&D is a narrative form. There isn't a great deal of imperative for narrativist mechanics though, as you can tell whatever story you want with no rules at all (while sophisticated rules are essential to tactical combat). It's more about the rules staying out of the way and letting you tell whatever story you want, providing guidance and inspiration when needed.