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<blockquote data-quote="Raven Crowking" data-source="post: 3583553" data-attributes="member: 18280"><p>QFT.</p><p></p><p>Really, if someone has a good response to that one, I'll entertain it. Otherwise, I think this is enough threadjacking, don't you?</p><p></p><p>Except:</p><p></p><p></p><p></p><p>A 600+ page house rule document is my friend. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>Seriously, though, this is simply a difference in the way we see the rules. For example, if you are running a game in which encounters are tailored for the party, does this imply that <em>for everyone in the world</em> encounters are tailored? I would say No.</p><p></p><p>Doug is right when he says that my view of the RAW as physics is more akin to using the RAW as a predictive model that might not be 100% accurate for all events in the world, and where the world takes precedence over RAW (requires the model to change).</p><p></p><p>In MerricB's thread about 5-foot corridors, for example, the RAW doesn't allow two medium creatures to sqeeze into the same square and fight (as I read it), but if two PCs wanted to do so, I would easily model this into the world on the spot, include a houserule (effectively modifying my RAW), and get on with the game. </p><p></p><p>So, I don't see the Rules-As-Written as the underlying real-world physics of the game (i.e., what is true regardless of what is believed) but as the physics model of the game (i.e., requires modifications at time based upon new information). For me, the underlying real-world physics of the game is the Rules-As-Used.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3583553, member: 18280"] QFT. Really, if someone has a good response to that one, I'll entertain it. Otherwise, I think this is enough threadjacking, don't you? Except: A 600+ page house rule document is my friend. ;) Seriously, though, this is simply a difference in the way we see the rules. For example, if you are running a game in which encounters are tailored for the party, does this imply that [i]for everyone in the world[/i] encounters are tailored? I would say No. Doug is right when he says that my view of the RAW as physics is more akin to using the RAW as a predictive model that might not be 100% accurate for all events in the world, and where the world takes precedence over RAW (requires the model to change). In MerricB's thread about 5-foot corridors, for example, the RAW doesn't allow two medium creatures to sqeeze into the same square and fight (as I read it), but if two PCs wanted to do so, I would easily model this into the world on the spot, include a houserule (effectively modifying my RAW), and get on with the game. So, I don't see the Rules-As-Written as the underlying real-world physics of the game (i.e., what is true regardless of what is believed) but as the physics model of the game (i.e., requires modifications at time based upon new information). For me, the underlying real-world physics of the game is the Rules-As-Used. RC [/QUOTE]
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