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Date Posted: 08:22:19 03/03/04 Wed
Author: Bob
Subject: Caveat
In reply to: mvd 's message, "Um..." on 07:45:39 03/03/04 Wed

"That is my impression. I am not as informed as you, but even within our own group the people who knew how to fiddle numbers constantly did better."

I might add that we :) only did better in combat -- knowing how to most effectively use rules and boost your damage potential counted for a lot, and twinking your character is very potent. (Think: Tharmus Leng)

There is (was) a serious power race going on, not just in our group but in D&D in general. Once one person outperforms another in combat -- especially on a scale that forces the DM to increase the challenge of his encounters -- others *must* either follow suit or get left behind or left for dead.

It's an unfortunate byproduct of 3.5s tactical rule system. While AD&D's "run up and whack it" rule system lacked subtlety, it successfully avoided this power struggle (in my experience anyway).

Trouble is -- I enjoy the 3.x combat system and would hate to go back to the old way of playing. The gamer in me enjoys the tactical potential and problem solving.

Back to my main point -- while the number crunchers tend to perform well in combat, when adventures take on a more diplomatic role, intrigue, problem solving etc -- the number crunching does nothing for you. A good game should have plenty of each so that all types of players can shine.

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Replies:

  • no dice role playing...... -- Craig, 09:32:11 03/03/04 Wed

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