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Nick
1mo
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It depends, am I playing with my good friends or a new group? In person or online? I like the dice and rules as a trampoline to spring off of or to land roleplay back into a cooperative challenge. With good friends and a familiar system I can jump higher and farther, letting role play carry until it needs to land somewhere. With new players / unfamiliar system the rules and dice provide a nice fair way to get accustomed to each other, show off their flavor, miss a shot, take a opportunity to help someone out, land a nat 20, crack a laugh, and solve something together which doesn't even have to be combat. It could just be climbing out of a cave-in and using items in clever ways or navigating a nerve-wracking dialogue with a nobles knighted bodyguards or whatever campaign sauce you're cooking with. Gotta have both so the session can breathe but finding that exact balance is never a concrete answer cause even with the same group some nights emerge with more roleplay or more combat. A skilled DM can read the energy of the group and switch it up when things start to lose tempo or fuel the flame if the players are vibing and getting into it, whichever one it is at that time, roleplay or mechanics wise. So in my opinion a good system would be one that can give enough structure to get into the details if needed but with enough freedom to pull back and let roleplay take over without stopping the flow to roll a die or start crunching numbers.
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