Stomphoof
First Post
Endroren said:Sorry, but WotC and Hasbro aren't wet behind the ears newbie game developers. When they put something out they've hashed over what to include and why. Maybe they got it wrong (they have before) but I can't believe they'd release an introductory game unless THIS is the game they want to introduce us to.
Sure. As I keep saying over and over and over, I can roleplay anything. The question is, does the game support and enourage this via its system.
Yes, that is an opinion. Many people argue otherwise. Combat requires the most rules IF combat is the focus. If it isn't the focus of the game it doesn't require more rules than anything else.
Read the critics of D&D. Why should I not be able to come up with a creative combat maneuver on the fly? Why am I limited to a "Cleave"? Can't I spin in a circle to build up momentum? What if I want to dive off a rock and use my downward motion ot inflict greater damage? Can I pick up the halfling and use him as a weapon? Or perhaps I'd like to pick up some dirt and throw it in my enemy's eyes?
D&D's rules are as constraining in combat as you claim RP rules would be.
Reaction rolls?
Haggling skill?
Seduction skills?
Gaining followers and determining their willingness to follow orders?
Rules for determining whether a hireling is likely to work for you based on your personality?
Disads including psychological and social?
GURPS, HERO, 1E and 2E D&D, Hackmaster, RIFTS, even 3.0 and 3.5. ALL of these have hard rules for roleplaying. And I'm not even delving into the "diceless" or "dice light" systems.
So you are psychic and can tell us that for certain, no if ands or buts, that 4th Ed's Players Handbook and DMG will NOT have these rules that you need?
Until the actual sourcebooks come out you are basing everything off a level 1-3 adventure. And it is entirely possible that they decided to write a combat oriented adventure. The biggest changes that I am aware of are those to the combat engine.