I've extended considered D&D as being basically a sort of R/P/S, in that the game compensates player's capability to diagnose the test they're challenging then afterward innovatively organize their assets to influence robustness and endeavor powerlessness--absolutely much a Maneuver Warfare go at. An enormous part of the game has been figuring the strengths and vulnerabilities of creatures & npcs (and in fantastic games, earthy or situational challenges). Basically, a given creature is immune to X, but helpless to Y, and much of the delight of demolishing the test is figuring this. That green cleaned mammoth could not be killed, no matter what number of bits you cleave it like a pro into, but then you figure harsh corrosive puts it afar for exceptional. The Troll would be so natural that it doesn't do this for most players, but having your players think through a test and grasp its about resisting toxin and utilizing fiery breakout, and so on. is all around fulfilling.
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