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Legends and Lore - Nod To Realism
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<blockquote data-quote="VincentRVenturella" data-source="post: 5754781" data-attributes="member: 33569"><p>I am very surprised that no one has discussed how this can affect the various elements (i.e. characters) within the game, because the effects are great. </p><p></p><p>When I wrote The Legacy of Heroes, it was obvious to me, the real spectrum undergirding most fantasy literature is a spectrum between Talent/Skill (Fighters) and Magic (Wizards and to a lesser degree clerics). </p><p></p><p>As you increase the nods to realism (or whatever we would like to call it), the more we try to feel like we are mechanically approximating the real world within the construct of the game - the more the left end of the spectrum suffers. </p><p></p><p>Consider several examples in this very thread, people discussed the fact that certain things would feel unrealistic, and they were all very physical, martial tasks.</p><p></p><p>Why? The answer is simple, Magic (as I would define it) is quite simply the ability to violate the physical laws of the universe. Can a person fly? the world says no - magic says yes. Can a person be on fire and survive? World says unlikely, magic says no problem. You see where this is going. </p><p></p><p>When you increase your realism (getting to something like 2E) you naturally weaken fighters, rogues and other such archtypes, because barring very high levels, they basically have to act like (very) skilled people. </p><p></p><p>As an example, one of the most famous Samurai duelists, Miyamoto Musashi, fought perhaps 50 real deadly duels in his lifetime, and took part in something like 20-30 battles as a combatant. He is one of the greatest weapon masters who have ever lived, and his combat experience probably equates to a 5th-10th level character depending on edition. My point is, we are already drifting from reality with D&D, so I agree with the "nod"</p><p></p><p>The more realistic you get however, the Wizard (the other end of the spectrum) is not affected at all. You can put in complicated casting systems, ritual components, casting times and all sorts of other crap, but those aren't "realism" those are fabricated constraints to hold back the guy whose training is effectively in the "Break Reality" skill. There is no magic, hence there is no Realism to be had with casting magic. </p><p></p><p>My point is simply, choices of realism do not affect all game elements equally. Simply asking the question and talking in broad terms about a few high level mechanics does not betray the greater complexity and how differently some parts of the game may be changed while others are nearly unaffected.</p></blockquote><p></p>
[QUOTE="VincentRVenturella, post: 5754781, member: 33569"] I am very surprised that no one has discussed how this can affect the various elements (i.e. characters) within the game, because the effects are great. When I wrote The Legacy of Heroes, it was obvious to me, the real spectrum undergirding most fantasy literature is a spectrum between Talent/Skill (Fighters) and Magic (Wizards and to a lesser degree clerics). As you increase the nods to realism (or whatever we would like to call it), the more we try to feel like we are mechanically approximating the real world within the construct of the game - the more the left end of the spectrum suffers. Consider several examples in this very thread, people discussed the fact that certain things would feel unrealistic, and they were all very physical, martial tasks. Why? The answer is simple, Magic (as I would define it) is quite simply the ability to violate the physical laws of the universe. Can a person fly? the world says no - magic says yes. Can a person be on fire and survive? World says unlikely, magic says no problem. You see where this is going. When you increase your realism (getting to something like 2E) you naturally weaken fighters, rogues and other such archtypes, because barring very high levels, they basically have to act like (very) skilled people. As an example, one of the most famous Samurai duelists, Miyamoto Musashi, fought perhaps 50 real deadly duels in his lifetime, and took part in something like 20-30 battles as a combatant. He is one of the greatest weapon masters who have ever lived, and his combat experience probably equates to a 5th-10th level character depending on edition. My point is, we are already drifting from reality with D&D, so I agree with the "nod" The more realistic you get however, the Wizard (the other end of the spectrum) is not affected at all. You can put in complicated casting systems, ritual components, casting times and all sorts of other crap, but those aren't "realism" those are fabricated constraints to hold back the guy whose training is effectively in the "Break Reality" skill. There is no magic, hence there is no Realism to be had with casting magic. My point is simply, choices of realism do not affect all game elements equally. Simply asking the question and talking in broad terms about a few high level mechanics does not betray the greater complexity and how differently some parts of the game may be changed while others are nearly unaffected. [/QUOTE]
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