Playing but not Role Playing?

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I've always wanted to learn how to play Dungeons and Dragons, but now that I'm finally beginning to learn it seems a little too roleplayish for my personal taste, meaning that it's about 85% roleplay and only about 15% board game when my liking would be about 30% roleplay and 70% board game. So is there any version of the game that would keep the same basic rules and gameplay but give it that board game/roleplay ratio? (I also don't mean games like Castle Ravenloft, as those aren't quite indepth enough.)
Thanks in advanced~
 
The answer is that you there is no "version of the game" that will meet your needs.  Instead, you can choose to play it with as much "pretend roleplay acting" or as little "I'm a Wizard," as you want.  For myself, my group prefers the same mix you seem to prefer, I think.  We don't take our characters seriously, we goof off a lot, and we enjoy the math and strategy of the game more than pretending we're some other people.

Who are you playing with?  If that game is too much "acting like an Elf" for you, the problem is not the game, it's the fact that you don't enjoy the same style of play as the rest of the group does.  Find another group that is more "gamist" or "let's roll some dice and kill monsters" and less "let's pretend we're elves."  Alternatively, learn to live with the fact that other folks in your group might prefer more roleplaying to wargaming than you do, and let them have the kind of fun they like to have, and make sure that they allow you to have the kind of fun you like to have.  Everyone deserves to be able to have the kind of fun they want with D&D, and no one should "negate" someone else's fun.

The mix is up to you and the rest of the group you game with, not the rulebooks. 

OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.

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"Challenge" is overrated.  "Immersion" is usually just a more pretentious way of saying "having fun playing D&D."

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In this case in particular, 4e actually does have board games based on its ruleset which are pretty heavy on the "board game" aspect and not so much on the roleplay. Gamma World, for instance. You can Google the others.

But yeah, any version of D&D it comes down to how the group plays it.
You don't need to roleplay all that much in D&D if you don't want to. Just scale it back. Talk with your group and settle on as little or big of a roleplaying you want out of your D&D sessions.

If you run published adventures, identify roleplaying part and just find a way to give out the information in a way that will be more convenient to your group!

Yan
Montréal, Canada
@Plaguescarred on twitter

I think the issue here is that your group might not be a good match for you.  If you don't like roleplaying and your group almost does nothing but that, then it's not a problem with the game version you're playing.  The problem is the difference in goals you and your group have with regards to what you want to do when playing the game.  Talk to your group, if you don't get the sense that they are willing to change a little to suit your tastes, find another group that has goals which match yours. Some groups don't do much roleplaying and focus instead on the other elements of the game, maybe a group like that would be more to your liking.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

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Actually I'm not in a group yet. In fact I'm trying to make one, out of people who don't particularly want to roleplay, hense my question. But, that's good at least. It's nice to know that d&d game that doesn't really focus on roleplaying can stilll be a fuctional and enjoyable game. Thanks.
Actually I'm not in a group yet. In fact I'm trying to make one, out of people who don't particularly want to roleplay, hense my question. But, that's good at least. It's nice to know that d&d game that doesn't really focus on roleplaying can stilll be a fuctional and enjoyable game. Thanks.



If you want to focus more the the mechanical elements, you can have plenty of fun just playing through sets of random encounters. The Dungeon Delve book is good for that sort of thing. Pick an encounter level and it's got various pre-built combats ready to go.
One of my groups plays like this.
We get a 2-3 minutes background information, a patron, a simple quest, sometimes related, sometimes not and then we get to bascially dungeon delve the story.

We prefer outdoor locations for encounters but that group basically plays it like a dungeon delve.

Hey, take a look at the Dungeon Delve 4th Ed book, it might suit your playstyle.
4e would probably be the best edition for that. There's enough tactical depth to it to use it as just a board game if you wanted.

Other editions can work too, but tend to force you to roleplay more, such as if your a paladin, and kill some innocent people, you loose your powers. Of course, you can easily ignore the rule too.

But mostly it depends on your group.

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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I've always wanted to learn how to play Dungeons and Dragons, but now that I'm finally beginning to learn it seems a little too roleplayish for my personal taste, meaning that it's about 85% roleplay and only about 15% board game when my liking would be about 30% roleplay and 70% board game. So is there any version of the game that would keep the same basic rules and gameplay but give it that board game/roleplay ratio? (I also don't mean games like Castle Ravenloft, as those aren't quite indepth enough.)
Thanks in advanced~
 



Dude, you decided to play the one RPG, that supports pure encounter sequences the most. There are no standard rules for the RP/combat ratio, but 85/15 is pretty unusual. In my group it's 50/50 at least and we don't avoid RP.