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General Tabletop Discussion
D&D Older Editions
5e Play, 1e Play, and the Immersive Experience
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<blockquote data-quote="The Crimson Binome" data-source="post: 7538144" data-attributes="member: 6775031"><p>In most editions of D&D, attempting to run will expose you to several rounds of attacks, and is virtually guaranteed to end in your defeat. It's rarely a sensible course of action, and anyone who actually lives in that world would know better. </p><p></p><p>It's the kind of mistake that a human from our world would make, though, because we aren't actually from there. In our world, a reasonably fit individual stands a decent chance of evading pursuers. That's why you would believe that it's a sensible course of action, even though your character would not believe it.</p><p>I look at D&D as its own place, which is similar to our own world, but distinct in many ways; and like any believable world (fictional or otherwise), everything that happens there must follow a consistent set of rules.</p><p></p><p>My character would have a decent enough estimate of their chance to turn a vampire, because they grew up in that world, and they've (at the very least) heard stories. Turning the undead is a power which this character actually possesses. They learned it from somebody. I would expect them to understand that power to the same degree that Spider-Man understands how to shot web, if not substantially more-so. </p><p></p><p>If turning the undead was the sort of infallible technique that always worked, then there would not be stories of anyone invoking that power, where the power failed; if it was fallible, then those stories would exist. Observations are always consistent with reality, and the true underlying reality of the game world is that the success probability depends on the skill and conviction of the cleric (proficiency bonus and Wisdom bonus) and the willpower of the undead (Wisdom save bonus).</p><p></p><p>While I wouldn't necessarily expect to know the vampire's save bonus, my character's level of knowledge is certainly far closer to my own knowledge of the underlying formula, than it is to a complete lack of knowledge based on the player's exposure to cheesy horror movies. It's unreasonable to pretend that my character has <em>nothing</em> to go on, and there's no way I could maintain immersion while acting completely blindly.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7538144, member: 6775031"] In most editions of D&D, attempting to run will expose you to several rounds of attacks, and is virtually guaranteed to end in your defeat. It's rarely a sensible course of action, and anyone who actually lives in that world would know better. It's the kind of mistake that a human from our world would make, though, because we aren't actually from there. In our world, a reasonably fit individual stands a decent chance of evading pursuers. That's why you would believe that it's a sensible course of action, even though your character would not believe it. I look at D&D as its own place, which is similar to our own world, but distinct in many ways; and like any believable world (fictional or otherwise), everything that happens there must follow a consistent set of rules. My character would have a decent enough estimate of their chance to turn a vampire, because they grew up in that world, and they've (at the very least) heard stories. Turning the undead is a power which this character actually possesses. They learned it from somebody. I would expect them to understand that power to the same degree that Spider-Man understands how to shot web, if not substantially more-so. If turning the undead was the sort of infallible technique that always worked, then there would not be stories of anyone invoking that power, where the power failed; if it was fallible, then those stories would exist. Observations are always consistent with reality, and the true underlying reality of the game world is that the success probability depends on the skill and conviction of the cleric (proficiency bonus and Wisdom bonus) and the willpower of the undead (Wisdom save bonus). While I wouldn't necessarily expect to know the vampire's save bonus, my character's level of knowledge is certainly far closer to my own knowledge of the underlying formula, than it is to a complete lack of knowledge based on the player's exposure to cheesy horror movies. It's unreasonable to pretend that my character has [I]nothing[/I] to go on, and there's no way I could maintain immersion while acting completely blindly. [/QUOTE]
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