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Why Must I Kludge My Combat?
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<blockquote data-quote="D'karr" data-source="post: 5211632" data-attributes="member: 336"><p>Ah, but we now get into the esoterical. Is the game good because of the game or is it good because of the DM.</p><p></p><p>Typing is a skill that can be learned and with practice, mastered and even perfected. Drawing is a skill/talent that with practice and probably with instruction can be perfected, though true mastery, IMO, is probably more in the realm of talent.</p><p></p><p>DMing is as both of those. Some people have a natural talent for it, and can become very good at it, should we say masters of it through practice and talent. There are others that are completely intimidated by the mere concept and would call it difficult or harder than something else.</p><p></p><p>Like I said before, gridless combat is a skill that a lot of people find hard. So there is no argument there. With practice people get better at it and it ceases to be so intimidating. The leap from people finding it hard at first glance and then determining that it MUST be hard is where I don't agree.</p><p></p><p>My children started swimming proficiently about a year ago. Was the swimming difficult to them before because of the water? No, but because of inexperience. But for them to get comfortable, experienced and proficient in swimming they had to get in the water... There is no amount of theory that was going to change that.</p><p></p><p>Some see the complexities of the systems as 2000>1 so from that experience deduce that it MUST be hard or harder. Some have the experience with the system and have found the complexities are more in line with about 2>1 with a give or take of about 5. Its that threshold that differentiates the hard/harder bit. The threshold is defined by experience.</p><p></p><p>A very good example, IME, was the rules as they read. When I first read the rules I was confused. The game seemed interesting, but the rules were dry and not very exciting. When I started playing I noticed that the game plays a lot different than how it reads. I had read the rules for the warlord and found the class to be boring and uninteresting, a "missed opportunity" is what I said at the time. I got to play a warlord, and man was that experience different. The class was nothing like what I had imagined based solely on my cursory read.</p><p></p><p>IME, gridless combat is like that. It can fool you into thinking that it is much more difficult than what it really is in practice. And with a skilled DM it is even easier and exciting...</p><p></p><p>My 2 pence.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5211632, member: 336"] Ah, but we now get into the esoterical. Is the game good because of the game or is it good because of the DM. Typing is a skill that can be learned and with practice, mastered and even perfected. Drawing is a skill/talent that with practice and probably with instruction can be perfected, though true mastery, IMO, is probably more in the realm of talent. DMing is as both of those. Some people have a natural talent for it, and can become very good at it, should we say masters of it through practice and talent. There are others that are completely intimidated by the mere concept and would call it difficult or harder than something else. Like I said before, gridless combat is a skill that a lot of people find hard. So there is no argument there. With practice people get better at it and it ceases to be so intimidating. The leap from people finding it hard at first glance and then determining that it MUST be hard is where I don't agree. My children started swimming proficiently about a year ago. Was the swimming difficult to them before because of the water? No, but because of inexperience. But for them to get comfortable, experienced and proficient in swimming they had to get in the water... There is no amount of theory that was going to change that. Some see the complexities of the systems as 2000>1 so from that experience deduce that it MUST be hard or harder. Some have the experience with the system and have found the complexities are more in line with about 2>1 with a give or take of about 5. Its that threshold that differentiates the hard/harder bit. The threshold is defined by experience. A very good example, IME, was the rules as they read. When I first read the rules I was confused. The game seemed interesting, but the rules were dry and not very exciting. When I started playing I noticed that the game plays a lot different than how it reads. I had read the rules for the warlord and found the class to be boring and uninteresting, a "missed opportunity" is what I said at the time. I got to play a warlord, and man was that experience different. The class was nothing like what I had imagined based solely on my cursory read. IME, gridless combat is like that. It can fool you into thinking that it is much more difficult than what it really is in practice. And with a skilled DM it is even easier and exciting... My 2 pence. [/QUOTE]
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