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2 years ago ::
Oct 02, 2011 - 2:22PM
#1
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XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
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I've been thinking about something for a while now and it's cropped up in another thread so I would like to talk about it further. As most of you know already, I want a version of D&D that caters to non-combat just as much as combat. Now 4th edition does not do this well at all. As much as people want to argue, the game is more about combat than anything else. You can look at most class and racial abilities and see they are geared more for combat. Now I understand that not all of them do this but a majority do.
Since there is so much emphasis on combat I see that role playing and non-combat suffer. Most of the decisions that you make with regards to race, class, feats and magic items are combat related and since you invest so much time with the combat aspect you begin to feel a bit cheated if you don't get to use it often. If I was going for a pure non-combat RPG then I would not go with 4th edition because it would be a waste of the mechanics.
Now I said earlier that in my opinion 3.5 is a better system with regards to combat and I am going to share why I think this. Years ago I ran a pure role playing non-combat game using the D&D 3.5 rules. The class that everyone could choose from was the Aristocrat, Expert and Noble (Dragonlance Campaign Setting Book). Now, while these classes do have minor combat abilities they wouldn't be missed if they were never used. Also, I do understand that two of those classes are NPC classes but in all honesty they are no different than PC classes. Now in the game I ran the PC's all had professions and were in the same city. The whole game was nothing but role playing and using their skills. There was tons of intrigue, suspense, comedy and a whole lot of other things going on. The PC's used their skills and Professions to make money because there was no adventuring going on. In the end it was a very very enjoyable and different game.
Now what this did was it allowed us to not only role play but to actually feel like we were still using the system because we actually were even though there was no fighting going on. My player's didn't feel at all cheated when there was no combat because they didn't have tons of combat abilities going to waste in the background.
This is why I do enjoy 4th edition for combat games but they grow a bit stale very quickly. I really hope that Wizards decides to create the next edition with a balance of both.
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2 years ago ::
Oct 02, 2011 - 2:35PM
#2
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Date Joined:
Sep 20, 2004
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3e non-combat mechanics were terrible. I would rather use the warhammer RPG for the type of game you are describing. Still, I do hope that the next itteration of D&D does have a stronger focus on non-combat skill based resolution mechanics.
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2 years ago ::
Oct 02, 2011 - 2:39PM
#3
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Date Joined:
Mar 16, 2011
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I find the amount of work required to set up a whole game of RP is a heck of a lot. Basically it's a whole story, and all it's side treks, and branches, and interesting NPCs that needs creating and planning out.
Personally I find 50% RP and 50% tactical on a time-basis works best for the group I DM.
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2 years ago ::
Oct 02, 2011 - 3:36PM
#4
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Date Joined:
Oct 12, 2005
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I think the bottom line is 3.5 isn't very good for it either. If you are going to play a game that focuses almost entirely on non-combat, and want mechanics that cover a larger range of "things" than any edition of D&D ever has.
4e works just fine for "adventures" that do not have combat (though, I use the term adventure loosely at this point, more like a chapter) - but is probably not the best game engine to build an entire non-combat campaign on. For that matter - NONE of the previous editions were very good for it, 3.5 was closest, but still was designed with more combat in mind than non-combat.
You are wanting D&D to be something other than what it is. D&D is an adventure game, and a campaign of nothing but social interactions is probably best left to a system that was designed for such a thing.
The WoD settings & GURPS - those are 2 systems that work well with non-combat/social interaction - In particular GURPS is a great game that has practically rules for everything, more so than WoD. Try that for a non-combat campaign.
WotC should NOT do to much to change the formula for non-combat because that's not what the game engine was designed for. Focus on being the best at "adventure" games, with enough rules to cover the social/non-combat situations and let the other games handle the game types.
That said, it is completely possible in 4e with the current rules to do so. Yes, you get powers you won't use - but you can still do it - but the game can handle it, unless you (as a DM) NEED rules in order to adjudicate the non-combat stuff rather than be able to wing it as people did back when 1e came out.
Welcome to ZomboniLand - My D&D Blog http://zomboniland.blogspot.com/
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2 years ago ::
Oct 02, 2011 - 3:38PM
#5
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Date Joined:
Mar 22, 2005
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Now I said earlier that in my opinion 3.5 is a better system with regards to combat and I am going to share why I think this. Years ago I ran a pure role playing non-combat game using the D&D 3.5 rules. The class that everyone could choose from was the Aristocrat, Expert and Noble (Dragonlance Campaign Setting Book). Now, while these classes do have minor combat abilities they wouldn't be missed if they were never used. Also, I do understand that two of those classes are NPC classes but in all honesty they are no different than PC classes. Now in the game I ran the PC's all had professions and were in the same city. The whole game was nothing but role playing and using their skills. There was tons of intrigue, suspense, comedy and a whole lot of other things going on. The PC's used their skills and Professions to make money because there was no adventuring going on. In the end it was a very very enjoyable and different game.
Now what this did was it allowed us to not only role play but to actually feel like we were still using the system because we actually were even though there was no fighting going on. My player's didn't feel at all cheated when there was no combat because they didn't have tons of combat abilities going to waste in the background.
other then the Profession skill and ability-less classes, what in that paragraph shows 3.5's greater ability to RP? all i see here is "3.5 is great for roleplaying because we can play characters with no abilities (i have no clue what the noble class is) and we can roll profession checks."
i would like to see what you're looking at, but i'm seeing nothing.
you're way too hung up on assigning numbers to everything Xun, especially when the numbers it does generate usually only matters on a micromanging scale. i simply don't see how "i roll an 11 on profession + my 9 bonus, i make 10GP this week" makes for better RP when coupled with "i can't fight worth a darn".
the only line that mattered "There was tons of intrigue, suspense, comedy and a whole lot of other things going on" relies far more on the group's mindset then the edition. bravo if you have a group that's into that sort of thing...
now the important thing you have to remember Xun is this:
combat doesn't kill roleplay. combat is a constant state of tension and flux where "bad stuff" can happen on a moment's notice.
one of the big reasons people like using combat (other then, and let's all admit it, it's fun to bash in a few goblin skulls every now and then) is because combat is a quick source of instant conflict. there is little better way to grab someone's attention then adding conflict.
note that i am talking about conflict in the narrative sense.
this is when the best, IMO, RP happens.
the same way that i'm sure you didn't go "alright guys, week 1, roll profession. week 2, roll profession. week 3, roll profession, week 4 roll profession. remove a month's worth of food and taxes from your total.
HOORAY ROLEPLAY"
no, i'm sure you framed various situations for the characters to react to, either because of their own willing actions or in response to something an NPC did.
you created conflict, ie: tension.
combat is the very same way. 5 orcs in a 40x30 room in itself does about as much as "roll profession" to create any sort of conflict or narrative, it relies entirely on:
A) the GM to place something there that conflicts or works towards with the PCs' goals B) the Players to be willing to invest into the character as a character, rather then a pile of numbers.
if of those 5 orcs, one of them is "Hewn-Tusk the Foul" the man who killed the father of Jhonas, expect some sort back-and-forth between the PCs and the NPC before, during and after combat... if that's what they're interested in.
neither ability-less classes nor profession checks do anything to foster more RP if the players didn't want to RP to begin with.
i just don't see it.
3rd ed SRD, character sheets, errata & free modules4th ed test drive - modules, starter rules, premade characters and character builder & character sheet, errata Free maps and portraits, dice, printable graph paper, campaign managing website, image manipulation program + token maker & zone markers"All right, I've been thinking. When life gives you lemons, don't make lemonade. Make life take the lemons back. GET MAD! I DON'T WANT YOUR **** LEMONS! WHAT AM I SUPPOSED TO DO WITH THESE?! DEMAND TO SEE LIFE'S MANAGER! Make life RUE the day it thought it could give CAVE JOHNSON LEMONS! DO YOU KNOW WHO I AM?! I'M THE MAN WHO'S GONNA BURN YOUR HOUSE DOWN! WITH THE LEMONS! I'm gonna get my engineers to invent a combustible lemon that's gonna BURN YOUR HOUSE DOWN!" -Cave Johnson, Portal 2
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2 years ago ::
Oct 02, 2011 - 3:45PM
#6
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I think they are already doing this to a certain extent in 4th. It started with utilities. Some of these were combat oriented and some were non-combat oriented. I think this system failed because it wasn't entirely non-combat oriented thus causing the majority of people to pick combat useful utilities at the expense of something that may have been interesting from a role-play perspective.
They tried again in PHB2 with the background mechanic. I know in my game at least it often devolved into how can I somehow shoehorn this background bonus I really want onto this completely unrelated character idea because I want a +2 to a certain skill.
Martial practices hit a little closer to home, I don't have DDI or martial power 2 though so I can't comment in detail.
Finally they released themes. Themes in my opinion work really well as they give you some nice background material to role-play off of and it helps the DM plan things out too. It also gives you some nice mechanical benefits to accentuate the background material. Some of it still can be abused of course they haven't fixed that problem yet. But it is the best system so far in my opinion.
For a pure role-game though I agree with one of the above posters I'd go with another game system entirely over any version of D&D.
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2 years ago ::
Oct 02, 2011 - 3:47PM
#7
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Date Joined:
Jan 30, 2007
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I find this discussion hilarious, because in my current game, my players have to rip themselves away from roleplaying when they remember that "oh yeah, we're supposed to be stopping the bad guy."
I even get roleplaying in combat.
My view? Making a character good in combat is easy when you have a very robust system for combat rules, which 4e has.
However, no edition of D&D is suited for completely non-combat or extremely combat-lite campaigns. As soon as someone takes Wizard and Fireball, right there goes a difficult social problem in flames.
You want a social game, you should have a game system that has real-life ramifications for combat, such as being in the hospital for weeks to deal with a wound, like World of Darkness or GURPS.
Salla, on minions: I typically use them as encounter filler. 'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'. Kind of like monster styrofoam packing peanuts.
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2 years ago ::
Oct 02, 2011 - 3:47PM
#8
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XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
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I think the bottom line is 3.5 isn't very good for it either. If you are going to play a game that focuses almost entirely on non-combat, and want mechanics that cover a larger range of "things" than any edition of D&D ever has.
4e works just fine for "adventures" that do not have combat (though, I use the term adventure loosely at this point, more like a chapter) - but is probably not the best game engine to build an entire non-combat campaign on. For that matter - NONE of the previous editions were very good for it, 3.5 was closest, but still was designed with more combat in mind than non-combat.
You are wanting D&D to be something other than what it is. D&D is an adventure game, and a campaign of nothing but social interactions is probably best left to a system that was designed for such a thing.
The WoD settings & GURPS - those are 2 systems that work well with social interaction - In particular GURPS is a great game that has practically rules for everything, more so than WoD. Try that for a social campaign.
WotC should NOT do to much to change the formula for non-combat because that's not what the game engine was designed for. Focus on being the best at "adventure" games, with enough rules to cover the social/non-combat situations and let the other games handle the game types.
D&D should be designed for those who want heavy combat and those who want heavy non-combat. At the end of the day D&D is still an RPG (Role Playing Game). Now if D&D wants to go back to being a tactical combat simulator then it really needs to drop the role playing part and focus entirely on combat mechanics.
I've been playing for over 25 years now and I have played GURPS and I have played more WoD games than you can imagine. Those are great systems and I do play them at times but I'm not talking about those systems. The discussion is not about playing other systems but bringing D&D back to what it was.
I'm not sure where you get that 3.5 was mainly focused on combat because it wasn't unless the DM wanted it that way. The problem here is you talking about that I want D&D to be something that it's not. Well the thing is, D&D has already been there and I would like for it to back to where it was, actually I would like for the balance of non-combat and combat to be even better.
I think something is getting lost here when we talk about non-combat in games. You say that 4th edition is a great for non-combat games and I ask why? I mean sure you can do pure role play with the system but why would you? I mean I could set up the Monopoly board and start to role play with the board sitting close by without ever rolling a single set of dice and I could say that I am role playing in Monopoly?
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2 years ago ::
Oct 02, 2011 - 3:51PM
#9
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Date Joined:
Aug 13, 2007
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what was D&D? Certantly not a non combat game.
I dont know why you think D&D should cater to everyone like some kind of GURPS game. there is nothing wrong with hitting a target market... nothing at all.
 Never Point a loaded party at a plot you are not willing to shoot. Arcane Rhetoric. My Blog.
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2 years ago ::
Oct 02, 2011 - 3:54PM
#10
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XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
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what was D&D? Certantly not a non combat game.
I dont know why you think D&D should cater to everyone like some kind of GURPS game. there is nothing wrong with hitting a target market... nothing at all.
Because you sell more product to everyone than a select few.
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