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Would you play D&D if you knew there would be no combat?
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<blockquote data-quote="Don Durito" data-source="post: 7890192" data-attributes="member: 6687260"><p>D&D is a strange choice of game to play if you know in advance there will be no combat.</p><p></p><p>For example, there are games that let you have alternate set pieces and climax for things that are not based on combat. D&D just has a basic resolution system and utility spells.</p><p></p><p>But you know - you can make it work - even if it's not the ideal tool for the job. A lot depends on what the game is about if it's not in the action genre? Is it political intrigue? Are you going to resolve all the intrigue with Persuasion rolls and Charm spells (Doable but perhaps not the most satisfying approach). You could run a campaign which is all about running and managing a team of velociraptor pulled chariot racers - in which case you'd probably sketch out some kind of rough mechanics for chariot racing (which would become an action substitute for combat and probably constitute your climactic set pieces).</p><p></p><p>But the fact remains that you have all these abilities on your character sheet for doing violence to people - so even if the GM doesn't plan specifically to have any combat, the players are likely to turn to violence at some point as a problem solving tool.</p><p></p><p>Unless of course everyone has agreed to the explicit social contract of 'no violence' at which point, again, the choice of D&D becomes strange.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7890192, member: 6687260"] D&D is a strange choice of game to play if you know in advance there will be no combat. For example, there are games that let you have alternate set pieces and climax for things that are not based on combat. D&D just has a basic resolution system and utility spells. But you know - you can make it work - even if it's not the ideal tool for the job. A lot depends on what the game is about if it's not in the action genre? Is it political intrigue? Are you going to resolve all the intrigue with Persuasion rolls and Charm spells (Doable but perhaps not the most satisfying approach). You could run a campaign which is all about running and managing a team of velociraptor pulled chariot racers - in which case you'd probably sketch out some kind of rough mechanics for chariot racing (which would become an action substitute for combat and probably constitute your climactic set pieces). But the fact remains that you have all these abilities on your character sheet for doing violence to people - so even if the GM doesn't plan specifically to have any combat, the players are likely to turn to violence at some point as a problem solving tool. Unless of course everyone has agreed to the explicit social contract of 'no violence' at which point, again, the choice of D&D becomes strange. [/QUOTE]
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