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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="Balesir" data-source="post: 5981197" data-attributes="member: 27160"><p>I'm sure everyone does want the "best rules possible" - but the question is, best for what? You make the age-old mistake of assuming that there is only one "best". It's as if you are going around a supermarket pointing out every food that isn't yoghurt and saying "that would be much better if it was more like yoghurt"; not that yoghurt is bad - I like it - but it's not the only food there is.</p><p></p><p>In this case, throughout your argument, it seems like you (and [MENTION=6668292]JamesonCourage[/MENTION], too) conflate "most realistic" with "best". There are multiple RPG systems out there that do "realism" well; D&D has never been one of them - so why use it as a starting place to make one? To get anywhere near realistic hand-to-hand combat in D&D you would need to radically alter the damage system, the armour system, the manoeuvres system, the effect of shields (defence is only one use of them - they are actually rather effective used to attack to create openings for exploitation with the sword and to control an opponent's weapon during an attack routine) and much else besides.</p><p></p><p>The best argument for damage dice and so forth seems to me to be that they provide a good, fun game with interesting yet simple choices to be made by the player. Such a game, in a context of heroic fantasy with magic and dragons - is what D&D excels at, in my view. Trying to make it "realistic" is (a) doomed to fail, since we really have only sketchy ideas as to what "realistic" really is and (b) likely to make D&D a second-rate wannabe version of the likes of The Riddle of Steel, RuneQuest, GURPS and HârnMaster. I would much prefer to see it left to be its own thing, and, better still, be modified to really excel at doing that, to be honest.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5981197, member: 27160"] I'm sure everyone does want the "best rules possible" - but the question is, best for what? You make the age-old mistake of assuming that there is only one "best". It's as if you are going around a supermarket pointing out every food that isn't yoghurt and saying "that would be much better if it was more like yoghurt"; not that yoghurt is bad - I like it - but it's not the only food there is. In this case, throughout your argument, it seems like you (and [MENTION=6668292]JamesonCourage[/MENTION], too) conflate "most realistic" with "best". There are multiple RPG systems out there that do "realism" well; D&D has never been one of them - so why use it as a starting place to make one? To get anywhere near realistic hand-to-hand combat in D&D you would need to radically alter the damage system, the armour system, the manoeuvres system, the effect of shields (defence is only one use of them - they are actually rather effective used to attack to create openings for exploitation with the sword and to control an opponent's weapon during an attack routine) and much else besides. The best argument for damage dice and so forth seems to me to be that they provide a good, fun game with interesting yet simple choices to be made by the player. Such a game, in a context of heroic fantasy with magic and dragons - is what D&D excels at, in my view. Trying to make it "realistic" is (a) doomed to fail, since we really have only sketchy ideas as to what "realistic" really is and (b) likely to make D&D a second-rate wannabe version of the likes of The Riddle of Steel, RuneQuest, GURPS and HârnMaster. I would much prefer to see it left to be its own thing, and, better still, be modified to really excel at doing that, to be honest. [/QUOTE]
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