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	<title>Comments on: D&amp;D XP Interview: Sara Girard &amp; Rob Heinsoo</title>
	<atom:link href="http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/feed/" rel="self" type="application/rss+xml" />
	<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61968</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 21 Nov 2008 12:25:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61968</guid>
		<description>Peter: I can definitely see where you&#039;re coming from when it comes to RPG simulationism helping with immersion, but if you are referring to not liking 4E for that reason in relation to previous editions of D&amp;D, then I think there&#039;s some headway that can be made towards dismissing these concerns.

First and foremost, I&#039;d say that the DM and players you are with are WAY more a factor of immersion than any system you use for roleplaying.</description>
		<content:encoded><![CDATA[<p>Peter: I can definitely see where you&#8217;re coming from when it comes to RPG simulationism helping with immersion, but if you are referring to not liking 4E for that reason in relation to previous editions of D&#038;D, then I think there&#8217;s some headway that can be made towards dismissing these concerns.</p>
<p>First and foremost, I&#8217;d say that the DM and players you are with are WAY more a factor of immersion than any system you use for roleplaying.</p>
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		<title>By: Peter</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61967</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Fri, 21 Nov 2008 12:05:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61967</guid>
		<description>This interview is the best explanation I have seen of why I don&#039;t like 4e.
I like to get into the mind of my characters, to be able to think like them. To to be able to do that I need the verisimilitude that a high level of simulation provides.</description>
		<content:encoded><![CDATA[<p>This interview is the best explanation I have seen of why I don&#8217;t like 4e.<br />
I like to get into the mind of my characters, to be able to think like them. To to be able to do that I need the verisimilitude that a high level of simulation provides.</p>
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		<title>By: 4e / GSL Discussing 4e Subsystems: POWERS! - Page 7 - EN World D&#38;D / RPG News</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61966</link>
		<dc:creator>4e / GSL Discussing 4e Subsystems: POWERS! - Page 7 - EN World D&#38;D / RPG News</dc:creator>
		<pubDate>Sat, 15 Nov 2008 14:05:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61966</guid>
		<description>[...] of Forgist-techniques like PC Bangs on his blog, and given that Heinsoo expressly referred in an interview to the influence on 4e design of indie RPGs, the fact that 4e mechanics are highly similar to many [...]</description>
		<content:encoded><![CDATA[<p>[...] of Forgist-techniques like PC Bangs on his blog, and given that Heinsoo expressly referred in an interview to the influence on 4e design of indie RPGs, the fact that 4e mechanics are highly similar to many [...]</p>
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		<title>By: 4e / GSL Discussing 4e Subsystems: POWERS! - Page 5 - EN World D&#38;D / RPG News</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61965</link>
		<dc:creator>4e / GSL Discussing 4e Subsystems: POWERS! - Page 5 - EN World D&#38;D / RPG News</dc:creator>
		<pubDate>Fri, 14 Nov 2008 04:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61965</guid>
		<description>[...] of Forgist-techniques like PC Bangs on his blog, and given that Heinsoo expressly referred in an interview to the influence on 4e design of indie RPGs, the fact that 4e mechanics are highly similar to many [...]</description>
		<content:encoded><![CDATA[<p>[...] of Forgist-techniques like PC Bangs on his blog, and given that Heinsoo expressly referred in an interview to the influence on 4e design of indie RPGs, the fact that 4e mechanics are highly similar to many [...]</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61964</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Sun, 09 Mar 2008 16:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61964</guid>
		<description>Well, I&#039;m not too sure about that one, Wolfgang.

It has been said that powers and feats are going to be strictly seperated now.  Powers will be active things, while feats will be passive.

Most skill- and persuasion-affecting things are passive, so they&#039;ll probably be feats.</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;m not too sure about that one, Wolfgang.</p>
<p>It has been said that powers and feats are going to be strictly seperated now.  Powers will be active things, while feats will be passive.</p>
<p>Most skill- and persuasion-affecting things are passive, so they&#8217;ll probably be feats.</p>
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		<title>By: Wolfgang</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61963</link>
		<dc:creator>Wolfgang</dc:creator>
		<pubDate>Sun, 09 Mar 2008 14:08:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61963</guid>
		<description>Spupett - That would probably happen, but my concern isn&#039;t just that the character should have the option of being bad in combat, but that the powers that are available to that character should include ones that enhance that characters abilities in other areas, such as skills and persuasion.  That way the character can still be useful to the party without having to be amazing in a fight.</description>
		<content:encoded><![CDATA[<p>Spupett &#8211; That would probably happen, but my concern isn&#8217;t just that the character should have the option of being bad in combat, but that the powers that are available to that character should include ones that enhance that characters abilities in other areas, such as skills and persuasion.  That way the character can still be useful to the party without having to be amazing in a fight.</p>
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		<title>By: spuppett</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61962</link>
		<dc:creator>spuppett</dc:creator>
		<pubDate>Sat, 08 Mar 2008 04:21:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61962</guid>
		<description>Wolfgang:  If you PC doesn&#039;t want to be good at combat, let her pick a bad DEX OR STR score rather then roll it.  Then she wont be cheating (mechanically) when making checks and no one should feel bad about missed checks.  The &#039;rule of fun&#039; should always trump mechanics, IMHO.</description>
		<content:encoded><![CDATA[<p>Wolfgang:  If you PC doesn&#8217;t want to be good at combat, let her pick a bad DEX OR STR score rather then roll it.  Then she wont be cheating (mechanically) when making checks and no one should feel bad about missed checks.  The &#8216;rule of fun&#8217; should always trump mechanics, IMHO.</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61961</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 07 Mar 2008 23:09:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61961</guid>
		<description>Well, we do know that many are encounter-based.  But we also know that some classes will have a great deal of movement-based powers (Rogue/Ranger), or utility powers (Wizard).

It probably wouldn&#039;t be impossible to focus on the movement/utility powers.

That said, you may end up having to take a couple combative powers.  In which case, you can always ignore them, or just pull them out in emergencies.

Even with taking only movement/utility powers, however, you will still probably be passable in combat.</description>
		<content:encoded><![CDATA[<p>Well, we do know that many are encounter-based.  But we also know that some classes will have a great deal of movement-based powers (Rogue/Ranger), or utility powers (Wizard).</p>
<p>It probably wouldn&#8217;t be impossible to focus on the movement/utility powers.</p>
<p>That said, you may end up having to take a couple combative powers.  In which case, you can always ignore them, or just pull them out in emergencies.</p>
<p>Even with taking only movement/utility powers, however, you will still probably be passable in combat.</p>
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		<title>By: Wolfgang</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61960</link>
		<dc:creator>Wolfgang</dc:creator>
		<pubDate>Fri, 07 Mar 2008 23:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61960</guid>
		<description>Graham - I see your point.  My hope is that this is all moot and the mechanics of the game will support being able to make whatever style character I shoose to make, be it combat proficient or otherwise.  I think it is that &quot;option&quot; that I desire the most and while I am not agasint ignoring the rules, I would prefer to not have to do so.

My hope is that when making the character the options available for powers and abilities aren&#039;t just limited to combat abilities, but can also apply to skills and other non-combat aspects of the game.  I dont want to feel forced into having to take combat related abilities and then having to ignore them. I&#039;d rather have the option of taking abilities that accentuate what I want my character to be able to do.</description>
		<content:encoded><![CDATA[<p>Graham &#8211; I see your point.  My hope is that this is all moot and the mechanics of the game will support being able to make whatever style character I shoose to make, be it combat proficient or otherwise.  I think it is that &#8220;option&#8221; that I desire the most and while I am not agasint ignoring the rules, I would prefer to not have to do so.</p>
<p>My hope is that when making the character the options available for powers and abilities aren&#8217;t just limited to combat abilities, but can also apply to skills and other non-combat aspects of the game.  I dont want to feel forced into having to take combat related abilities and then having to ignore them. I&#8217;d rather have the option of taking abilities that accentuate what I want my character to be able to do.</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61959</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 07 Mar 2008 22:51:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61959</guid>
		<description>&lt;b&gt;Not all heroic characters are good in combat. One can be adventurous and heroic in other ways.&lt;/b&gt;

Of course.  Never intended to mean otherwise.

&lt;b&gt;Honestly, its not so off the wall to imagine a character not wanting to be good at combat. While combat is certainly part of DnD, its not the ONLY part. This particular person gets more enjoyment out of the “role” playing parts of the game rather than the combat aspects.&lt;/b&gt;

Not arguing with any of that.

But if being mechanically decent at combat somehow makes her less able to roleplay a non-combatant character, I&#039;m sorry, but it&#039;s her who has a narrow definition of roleplaying.

You said before:

&lt;b&gt;I actually do think that having every character be good in combat can be a bad thing, at least in terms of “role” playing rather than “roll” playing.&lt;/b&gt;

&quot;Role&quot; playing bypasses mechanics.  You can roleplay whatever you wish, whether the mechanics support it or not.  In fact, if you only roleplay what the mechanics explicitly tell you, you&#039;re verging into &quot;roll&quot; playing.</description>
		<content:encoded><![CDATA[<p><b>Not all heroic characters are good in combat. One can be adventurous and heroic in other ways.</b></p>
<p>Of course.  Never intended to mean otherwise.</p>
<p><b>Honestly, its not so off the wall to imagine a character not wanting to be good at combat. While combat is certainly part of DnD, its not the ONLY part. This particular person gets more enjoyment out of the “role” playing parts of the game rather than the combat aspects.</b></p>
<p>Not arguing with any of that.</p>
<p>But if being mechanically decent at combat somehow makes her less able to roleplay a non-combatant character, I&#8217;m sorry, but it&#8217;s her who has a narrow definition of roleplaying.</p>
<p>You said before:</p>
<p><b>I actually do think that having every character be good in combat can be a bad thing, at least in terms of “role” playing rather than “roll” playing.</b></p>
<p>&#8220;Role&#8221; playing bypasses mechanics.  You can roleplay whatever you wish, whether the mechanics support it or not.  In fact, if you only roleplay what the mechanics explicitly tell you, you&#8217;re verging into &#8220;roll&#8221; playing.</p>
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		<title>By: Wolfgang</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61958</link>
		<dc:creator>Wolfgang</dc:creator>
		<pubDate>Fri, 07 Mar 2008 22:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61958</guid>
		<description>Graham - Not all heroic characters are good in combat.  One can be adventurous and heroic in other ways.  We have run into plenty of combat, and while she can weild a blaster rifle or a wand of magic missiles, she prefers to find other ways to help.  Honestly, its not so off the wall to imagine a character not wanting to be good at combat.  While combat is certainly part of DnD, its not the ONLY part.  This particular person gets more enjoyment out of the &quot;role&quot; playing parts of the game rather than the combat aspects.  Personally, I like both.  But for her, not having the option of being good at combat or not would be dissappointing to her, and to me as well.</description>
		<content:encoded><![CDATA[<p>Graham &#8211; Not all heroic characters are good in combat.  One can be adventurous and heroic in other ways.  We have run into plenty of combat, and while she can weild a blaster rifle or a wand of magic missiles, she prefers to find other ways to help.  Honestly, its not so off the wall to imagine a character not wanting to be good at combat.  While combat is certainly part of DnD, its not the ONLY part.  This particular person gets more enjoyment out of the &#8220;role&#8221; playing parts of the game rather than the combat aspects.  Personally, I like both.  But for her, not having the option of being good at combat or not would be dissappointing to her, and to me as well.</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61957</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 07 Mar 2008 22:12:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61957</guid>
		<description>&lt;b&gt;Wolfgang&lt;/b&gt; - Why would being moderately good at combat ruin her character concept?

Have your players been in a combat encounter in this game?  I wonder how she feels sitting off to the side.

While she probably loves her character concept, I somehow doubt that being able to contribute in a battle would change that.</description>
		<content:encoded><![CDATA[<p><b>Wolfgang</b> &#8211; Why would being moderately good at combat ruin her character concept?</p>
<p>Have your players been in a combat encounter in this game?  I wonder how she feels sitting off to the side.</p>
<p>While she probably loves her character concept, I somehow doubt that being able to contribute in a battle would change that.</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61956</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Fri, 07 Mar 2008 22:03:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61956</guid>
		<description>&lt;b&gt;Zee&lt;/b&gt; - Actually, simulation usually does mean complex.  Though you are correct that it doesn&#039;t need to duplicate our physics.

A simulation tries to get as close to the original subject matter as possible.  Even a heroic simulation will have detailed rules for how to perform that 20-foot jump with full gear.  The level of reality is unrelated to this.

Whereas the opposite side of the spectrum from simulation is abstraction.  Where things are assumed, generalisitions are made, and precision is waived.

Their point is that 4e is sliding somewhat away from simulation (even heroic) towards abstraction (still heroic).

Yes, the level of choices will still make it a complex game, but it is still a shift.  While the game as a whole might be getting more complex, with more choices available, the core mechanics are getting less complex and more abstract.  And the simulation/abstraction is in the core mechanic.

You can have games that are complex in their core, and simple in their choices (2e D&amp;D was probably one), games that are complex in both core and choice (GURPS), games that are simple in both (Risus), and games that have a simple core with complex choices (the goal for 4e).  None precludes the other.

&lt;b&gt;Wolfgang&lt;/b&gt; - There will always be room for that type of character.

But in 4e, combat proficiency and skill/social proficiency are no longer mutually exclusive.

Hooray!</description>
		<content:encoded><![CDATA[<p><b>Zee</b> &#8211; Actually, simulation usually does mean complex.  Though you are correct that it doesn&#8217;t need to duplicate our physics.</p>
<p>A simulation tries to get as close to the original subject matter as possible.  Even a heroic simulation will have detailed rules for how to perform that 20-foot jump with full gear.  The level of reality is unrelated to this.</p>
<p>Whereas the opposite side of the spectrum from simulation is abstraction.  Where things are assumed, generalisitions are made, and precision is waived.</p>
<p>Their point is that 4e is sliding somewhat away from simulation (even heroic) towards abstraction (still heroic).</p>
<p>Yes, the level of choices will still make it a complex game, but it is still a shift.  While the game as a whole might be getting more complex, with more choices available, the core mechanics are getting less complex and more abstract.  And the simulation/abstraction is in the core mechanic.</p>
<p>You can have games that are complex in their core, and simple in their choices (2e D&amp;D was probably one), games that are complex in both core and choice (GURPS), games that are simple in both (Risus), and games that have a simple core with complex choices (the goal for 4e).  None precludes the other.</p>
<p><b>Wolfgang</b> &#8211; There will always be room for that type of character.</p>
<p>But in 4e, combat proficiency and skill/social proficiency are no longer mutually exclusive.</p>
<p>Hooray!</p>
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		<title>By: Wolfgang</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61955</link>
		<dc:creator>Wolfgang</dc:creator>
		<pubDate>Fri, 07 Mar 2008 21:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61955</guid>
		<description>I actually do think that having every character be good in combat can be a bad thing, at least in terms of &quot;role&quot; playing rather than &quot;roll&quot; playing.  Let me give you an example...

In my current Dragonstar game, one of the characters is what we call a &quot;charisma monkey&quot;.  She has amazing charisma and has maxed out her charisma based skills as much as possible.  If you need someone to seduce an NPC to get information out of them, or you need someone to bluff their but off in order for the group to get out of a dangerous situation, she&#039;s the character we rely on.  But part of the core of the character concept, is that she SUCKS at combat.  It&#039;s just not her thing.  She figures, if it comes down to a fight, she failed in her job.  I add great variety to our group and increases the amount of &quot;role&quot; play we do.  But if she were to try to transfer her character into 4th Ed, it seems to me that it would be impossible...being even moderately good at combat would ruin the character concept.

In 3.0 and 3.5 you could build a character like hers, I worry that you will not be able to in 4th ed.</description>
		<content:encoded><![CDATA[<p>I actually do think that having every character be good in combat can be a bad thing, at least in terms of &#8220;role&#8221; playing rather than &#8220;roll&#8221; playing.  Let me give you an example&#8230;</p>
<p>In my current Dragonstar game, one of the characters is what we call a &#8220;charisma monkey&#8221;.  She has amazing charisma and has maxed out her charisma based skills as much as possible.  If you need someone to seduce an NPC to get information out of them, or you need someone to bluff their but off in order for the group to get out of a dangerous situation, she&#8217;s the character we rely on.  But part of the core of the character concept, is that she SUCKS at combat.  It&#8217;s just not her thing.  She figures, if it comes down to a fight, she failed in her job.  I add great variety to our group and increases the amount of &#8220;role&#8221; play we do.  But if she were to try to transfer her character into 4th Ed, it seems to me that it would be impossible&#8230;being even moderately good at combat would ruin the character concept.</p>
<p>In 3.0 and 3.5 you could build a character like hers, I worry that you will not be able to in 4th ed.</p>
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		<title>By: Zee</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61954</link>
		<dc:creator>Zee</dc:creator>
		<pubDate>Fri, 07 Mar 2008 21:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61954</guid>
		<description>I hate how people think simulation means complex. Those two things do not have to correlate. In fact, 4e apparently adds lots of abilities and choices. Choices are a form of complexity because you have to evaluate the relative potential of each choice. I don&#039;t mind choices, but lets be clear that 4e is not necessarily simpler and that a focus on simulating something other than reality doesn&#039;t make it so.

When you look at simulations, you have to understand the goal. Most simulations aren&#039;t interested in duplicating physics. Most realistic simulations are interested in the participants making realistic decisions and getting realistic results. In a realistic simulation, people do not jump 20 feet with all of their equipment. In a heroic simulation, they do. The mechanics for both can be identical. Just the numbers are different.</description>
		<content:encoded><![CDATA[<p>I hate how people think simulation means complex. Those two things do not have to correlate. In fact, 4e apparently adds lots of abilities and choices. Choices are a form of complexity because you have to evaluate the relative potential of each choice. I don&#8217;t mind choices, but lets be clear that 4e is not necessarily simpler and that a focus on simulating something other than reality doesn&#8217;t make it so.</p>
<p>When you look at simulations, you have to understand the goal. Most simulations aren&#8217;t interested in duplicating physics. Most realistic simulations are interested in the participants making realistic decisions and getting realistic results. In a realistic simulation, people do not jump 20 feet with all of their equipment. In a heroic simulation, they do. The mechanics for both can be identical. Just the numbers are different.</p>
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		<title>By: Alberand</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61953</link>
		<dc:creator>Alberand</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:35:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61953</guid>
		<description>There is supposed to be an entire system of &quot;social&quot; interaction rules, such that you can conceivably gain an entire level without ever swinging a sword.  Seems to me like that could be a good thing, especially for people who are not experienced role-players but want to play a charismatic character.</description>
		<content:encoded><![CDATA[<p>There is supposed to be an entire system of &#8220;social&#8221; interaction rules, such that you can conceivably gain an entire level without ever swinging a sword.  Seems to me like that could be a good thing, especially for people who are not experienced role-players but want to play a charismatic character.</p>
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	<item>
		<title>By: The Game</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61952</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:34:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61952</guid>
		<description>...Ninjaed by Penn! Zing!</description>
		<content:encoded><![CDATA[<p>&#8230;Ninjaed by Penn! Zing!</p>
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	</item>
	<item>
		<title>By: The Game</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61951</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:33:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61951</guid>
		<description>Wolfgang: You&#039;re correct when you say &quot;there will be no room in the game for characters who aren&#039;t good at combat.&quot; All characters are going to be good in combat, so they won&#039;t suck.

However, that in no way precludes skill-oriented and social characters. One of the design goals they stated was to make all characters viable in and out of combat.

Combat may be what you&#039;re seeing, because that&#039;s certainly a focus, but it doesn&#039;t eliminate other stuff too.</description>
		<content:encoded><![CDATA[<p>Wolfgang: You&#8217;re correct when you say &#8220;there will be no room in the game for characters who aren&#8217;t good at combat.&#8221; All characters are going to be good in combat, so they won&#8217;t suck.</p>
<p>However, that in no way precludes skill-oriented and social characters. One of the design goals they stated was to make all characters viable in and out of combat.</p>
<p>Combat may be what you&#8217;re seeing, because that&#8217;s certainly a focus, but it doesn&#8217;t eliminate other stuff too.</p>
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	<item>
		<title>By: Penn</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61950</link>
		<dc:creator>Penn</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:33:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61950</guid>
		<description>I think the point is that every character is good at combat, in some fashion, so nobody is left out. What else you are good at is up to how you envision, and presumably build, your character.
This is good. Having characters who are bad at combat is a very bad thing.</description>
		<content:encoded><![CDATA[<p>I think the point is that every character is good at combat, in some fashion, so nobody is left out. What else you are good at is up to how you envision, and presumably build, your character.<br />
This is good. Having characters who are bad at combat is a very bad thing.</p>
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	<item>
		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61949</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:27:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/#comment-61949</guid>
		<description>Wolfgang: Couldn&#039;t that pretty much be said of 3rd Edition, 3.5, or pretty much any other version of D&amp;D?</description>
		<content:encoded><![CDATA[<p>Wolfgang: Couldn&#8217;t that pretty much be said of 3rd Edition, 3.5, or pretty much any other version of D&#038;D?</p>
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