Those aren't "mini-games" though... at least not in the way overgeeked seemed to be advocating for (unless I misunderstood them.)
Do you think even half the players of D&D want a "social combat" system for the Interaction pillar that is on par with what we have for Combat? With moves, and argumentative attacks, and verbal defenses and the like? And "social hit points" that go down whenever someone makes a good point? I've seen a few games that do in fact have systems of that nature and they've never really seemed to catch on. So while I do not begrudge someone for thinking D&D could benefit from a "social combat" system... I do not see why WotC should be the one to necessarily make it, especially not in the core Player's Handbook.
You didn't say "even half." You said nobody at all wanted this stuff. Those two are very, very different standards--and I was responding to the standard originally used. If you are backing off of that standard, and instead saying that you haven't seen the majority of people want these very specific things, then okay; but that would be not only a far weaker claim, it would also be quite different. No longer a sweeping generalization about all possible ways to make the other pillars more engaging, and no longer a "nobody wants that," it would instead be
most people don't want
these specific changes. Which...I mean, sure, in absence of actual survey data, I can't really say either way what a majority of people think, but the claim is so weak that it's hard to deny.
Don't pull a motte and bailey on this. You didn't say, "I don't see at least half of people clamoring for
very specifically social combat." Your phrasing was, exactly as I quoted (before an edit, I believe): "I see few people clamoring for the same thing in Exploration and Interaction." I took this to mean, "I see few people clamoring for
equally engaging mechanics." Because...yeah, I actually see quite a bit of that. There are plenty of people who want socialization and exploration to have teeth to them. Who find it rather dull that D&D 5e's non-combat mechanics boil down to some combination of the following things:
- DM says what happens
- You keep rolling until you succeed, or you walk away
- You cast a spell that solves the problem instantly
And the vast majority of cases are just the first bullet point. That's not particularly engaging gameplay. Indeed, in many ways, it only barely qualifies as "gameplay" at all.
If all you were saying was that you see few people clamoring for
very specifically and exclusively Social Combat with Social HP and Social Attacks and Social etc. etc., then sure. You'd also be making, as stated, an incredibly weak claim that doesn't really assert very much--and, perhaps more importantly, a claim that is pretty much a total non-sequitur to what Overgeeked wrote.
Really. I may be misunderstanding the intent of the OP and maybe it is clarified elsewhere in this thread. However, I a have never seen anyone, outside the satanic panic, who didn't think it was a game.
That's....really difficult to respond to, then.
Because there are a LOT of things, on this very forum, where people are pretty antagonistic to any approach to D&D play that involves gameplay conveniences that are not in keeping with (their individual, often incorrect) understanding of IRL physics/biology/etc. Which is what being resistant to considering D&D as a game means. Folks who hate treating D&D as a product of human artifice, a thing intentionally designed for human entertainment with abstractions, simplifications, and ignored or elided things that are inconvenient or not very engaging.
Those people are
quite common on this very forum. So it's...just hard to respond. If you don't see that opposition, I don't know how I could communicate it to you.
I'm failing to see how your points here relate to the dice in D&D? Unless you are suggesting that because dice rolling is fun (at least for some people) that the act of rolling the dice is at least equal to the results that the dice give us?
If that's your argument... that the act of rolling is just as important as the information the die result give us, and thus we should put in more systems into D&D that allow us the joy of rolling dice (regardless of how necessary they are to getting us the results we want from them)... I mean, I won't discount that some people might enjoy that. But I don't personally see that to be a thing that most folks feel is missing? Maybe I'm wrong! Maybe rolling more dice just for the pleasure of rolling more dice is in fact wanted by a majority of the playerbase. But I guess we'll have to wait and see if WotC feels that is true enough to warrant putting more dice rolling into the game?
Perhaps I have simply misunderstood the conversation, but nothing in Overgeeked's post you quoted said
anything at all about dice specifically. Indeed,
@overgeeked didn't even use the word "dice." The only references to anything at all involving dice were that they
dislike the fact that non-combat stuff in 5e is "roll until you succeed, or walk away," which pretty clearly means they want something more than dice, not just more dice!
So, no, my argument has nothing whatever to do with
the act of rolling being important. It has everything to do with
using the rules being important. Equally important to
responding to the resolution, because the method you use to achieve that resolution can be fun or laborious, engaging or boring, strategic or simplistic, etc. Dice are one specific form of resolution mechanic. There are others, and further, there are different
ways to involve or manipulate dice. The actual, physical act of tossing a die? Not that interesting, generally speaking. But the
prelude to tossing that die, the mechanics involved in setting up that die roll? Those can be quite interesting indeed. The (difficult!) trick, of course, is to make the prelude interesting for those who want high-engagement rules, while not making it punishing for those who want low-engagement rules. Tricky, but possible. Of course, D&D has an extremely spotty track record on that front, but that doesn't mean things can't change.