why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
Combat tends to be rules-intensive, while social encounters are more abstract and DM/player driven. But there are plenty of pages in the rulebook dedicated to non-combat skills and powers. And I've played (and DM'd) games that are combat-lite. d20 systems work just fine.
Fighting is only the primary means of conflict resolution when the scenario is combat-focused. Survivalist, diplomacy-driven, and mystery/puzzler games tend to reserve combat as the consequences for initial failure rather than the first course of action.
I played a Sherlock Holmes style murder mystery in which combat lasted a sum total of eight rounds for the full six hour session. The skill suit and class powers in D&D/PF gives you a wealth of non-combat gameplay mechanics, assuming you build with that style of play in mind.
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