This is the Stormwind Fallacy in action. The system does not change how much roleplaying one does. It is the players that do that. You can infact run a HighOp DnD campaign and have the best roleplaying at the same time. (In fact running a campaign with High System Mastery players is better because there is less rules lawyering, munchkining, and just slow play that blocks the story.)
It's not worse at it. That is the fallacy in action. And having fewer tables just means the DM has to spend more time coming up with that stuff himself. Those tables are there to let a DM create encounters and situations on the fly faster. The roleplaying is entirely dependent on the players, not the system. If a DM is calling for rolls when the players are role playing then he is just a bad DM, which is unfortunately the standard and not the exception.
What built in mechanics does DnD have that track sense of self?
What mechanics encourage the use of a completely non-combat capable character?
This isnt even really an argument. Cause I didn't say anything about role-playing or about optimization. So you're just blatantly wrong about your application of the fallacy.
Frankly the only people I've heard make the argument that you're making are the ones stuck in a dnd centric mentality. And you bringint up "encouters" is reminiscent of that.
Your version of stormwind would apply to role playing in Monoploy, since "the system doesn't matter, people can role-play how they want"
What built in mechanics does DnD have that track sense of self?
Why do you need a rule book to tell you how to do that? Anyways that is pretty much reflected in your Cha score, when it hits 0 you become a potato without a sense of self. Damage to Wis also does this, and outsiders like Gibbering Mouthers (aka lovecraftian horrors) do this.
What mechanics encourage the use of a completely non-combat capable character?
That depends entirely on the campaign you are playing. You can do the same sort of emo intrigue wankery that is the ONLY thing you can do in VtM just as easily in DnD. You just have to have a group willing to do that. After all, most of the spells in the 3.5 handbook are non-combat spells. Zone of Truth does nothing in combat, Sending does nothing in combat, Stone to Mud does very little in combat. For that matter most of the skills in DnD are non combat.
This is the Stormwind Fallacy in action. The system does not change how much roleplaying one does. It is the players that do that. You can infact run a HighOp DnD campaign and have the best roleplaying at the same time. (In fact running a campaign with High System Mastery players is better because there is less rules lawyering, munchkining, and just slow play that blocks the story.)
I didnt say you couldn't. I said it's worse at it. Which is true.
You can see what each line is geared towards by the ratio of supplements.
Dnd books have tables of magic items, WW will have a half dozen.
It's about focus.
It's not worse at it. That is the fallacy in action. And having fewer tables just means the DM has to spend more time coming up with that stuff himself. Those tables are there to let a DM create encounters and situations on the fly faster. The roleplaying is entirely dependent on the players, not the system. If a DM is calling for rolls when the players are role playing then he is just a bad DM, which is unfortunately the standard and not the exception.
What built in mechanics does DnD have that track sense of self? What mechanics encourage the use of a completely non-combat capable character?
This isnt even really an argument. Cause I didn't say anything about role-playing or about optimization. So you're just blatantly wrong about your application of the fallacy.
Frankly the only people I've heard make the argument that you're making are the ones stuck in a dnd centric mentality. And you bringint up "encouters" is reminiscent of that.
Your version of stormwind would apply to role playing in Monoploy, since "the system doesn't matter, people can role-play how they want"
Why do you need a rule book to tell you how to do that? Anyways that is pretty much reflected in your Cha score, when it hits 0 you become a potato without a sense of self. Damage to Wis also does this, and outsiders like Gibbering Mouthers (aka lovecraftian horrors) do this.
That depends entirely on the campaign you are playing. You can do the same sort of emo intrigue wankery that is the ONLY thing you can do in VtM just as easily in DnD. You just have to have a group willing to do that. After all, most of the spells in the 3.5 handbook are non-combat spells. Zone of Truth does nothing in combat, Sending does nothing in combat, Stone to Mud does very little in combat. For that matter most of the skills in DnD are non combat.