Oct 2, 2014

#7 First Blood

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There are a rather alarmingly disproportionate amount of rules for combat in Role-playing games. Arguably combat style is what separates the different classes more than any other feature, while similarly complex events like negotiations and infiltrations (incidentally, the new name of my upcoming 007 role-playing game) are given one or two "skills" to cover the entire field of situations. (sure someone could argue that there are multiple skills to use, but honestly chances are you'll just resort to whatever skill you're best at and only use that one.)

 It seems strange to me that there are complex rules for grabbing and pinning people, (arcane to the point that no one can do it without looking up how first) but a trial for the character's life would boil down to "make a diplomacy check." repeated once or twice (maybe throwing in a bluff check to change up the scene if the DM feels particularly devious.)

Why is there such an unbalanced focus on combat?
Fine. Know what? This is the topic of my next unsolicited opinion!
(so wait this whole blurb is just an advertisement then? lame!)

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