Yes, this. But also from a game designer's perspective. That road only leads to frustration lol. Creaet a bunch of rules and mechanics that sound awesome, and look like they do what you want. Then in actual play, you quickly realize you're cutting out large parts of them and leaving them on...
I think you may have misunderstood. Of course things like basic expectations from our real world are important (like gravity) to keep the game running with everyone one the same page of what to expect within the game world. I never said a sense of verisimilitude is meaningless, and I certainly...
1. It's a fantasy game. Trying to model realism is a fool's folly. Even back in 1e, they describe HP as mostly being skill and luck at higher levels rather than actual physical damage absorption.
2. Even if you were to model reality, a single gun can take out an elephant. A single harpoon can...
As an old school guy, I used to agree. Living world and all that. However, I've received a lot of feedback that in modern gaming, people appreciate scalable encounter guidelines.
Here are some quick images I threw together based on some of the feedback. Don't pay that much attention to the actual "adventure" (plot, railroad, etc.) but more on how it's laid out.