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General Tabletop Discussion
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The Importance of Verisimilitude (or "Why you don't need realism to keep it real")
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<blockquote data-quote="pemerton" data-source="post: 9176651" data-attributes="member: 42582"><p>[USER=87792]@Neonchameleon[/USER] [USER=8461]@Alzrius[/USER] </p><p></p><p>Torchbearer is a RPG that is D&D-adjacent in its tropes and PC concepts. And it's non-magical PCs are just that: non-magical. At least in my experience, they are not overshadowed by spell-casters because casters do not have reliable access to lots of magic. The Elven Dreamwalker in our game has cast two spells in over a dozen sessions. Most of the contributions that she makes are in relation to her Lore Mastery, Scholarship and Healing.</p><p></p><p>I'm not suggesting that D&D <em>should</em> be designed in a similar fashion. But the fact that it's not is a design decision that reflects player preferences around PC build rules and how these interface with action resolution (eg keeping combat separate from the skill system, and treating skills like jumping or climbing differently from skills like reading and knowing things), and also around PC flavour (wanting their MUs to be casting most of the time). D&D's distinctive approach to the MU/wizard vs fighter/warrior design is not any sort of concession to, or demand imposed by, verisimilitude.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9176651, member: 42582"] [USER=87792]@Neonchameleon[/USER] [USER=8461]@Alzrius[/USER] Torchbearer is a RPG that is D&D-adjacent in its tropes and PC concepts. And it's non-magical PCs are just that: non-magical. At least in my experience, they are not overshadowed by spell-casters because casters do not have reliable access to lots of magic. The Elven Dreamwalker in our game has cast two spells in over a dozen sessions. Most of the contributions that she makes are in relation to her Lore Mastery, Scholarship and Healing. I'm not suggesting that D&D [I]should[/I] be designed in a similar fashion. But the fact that it's not is a design decision that reflects player preferences around PC build rules and how these interface with action resolution (eg keeping combat separate from the skill system, and treating skills like jumping or climbing differently from skills like reading and knowing things), and also around PC flavour (wanting their MUs to be casting most of the time). D&D's distinctive approach to the MU/wizard vs fighter/warrior design is not any sort of concession to, or demand imposed by, verisimilitude. [/QUOTE]
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Community
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The Importance of Verisimilitude (or "Why you don't need realism to keep it real")
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