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What is the worst piece of DM advice people give that you see commonly spread?
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<blockquote data-quote="Oofta" data-source="post: 9009570" data-attributes="member: 6801845"><p>That's one take. One I don't happen to agree with. Realistic just means "resembling or simulating real life". So I view D&D world as being real world + magic and supernatural. It doesn't <em>violate</em> the rules of physics because the actual fundamental physical reality is unknowable. We just happen to have some pretty math and theories that describe fundamental physical reality at the macro (and to a lesser degree quantum) level fairly well. We still can't reconcile the two, a handful of theories aside.</p><p></p><p>Don't confuse the ideas we have of how everything works with how everything actually works. We didn't evolve to see the world as it is, we evolved to see the world as it helps us survive.</p><p></p><p></p><p></p><p>You're conflating a couple of things. First, is the granularity of the simulation that is vastly oversimplified for a game. Yes, the rules are simple. No that doesn't mean they actually do or need to tell us every detail of what's actually going on. Next that "damage" is always a cut, abrasion or significant bodily damage. Just because <em>your idea</em> of what HP means doesn't match the reality of how HP work in D&D world doesn't matter. HP in D&D doesn't represent one thing, it's short term exhaustion, stresses from avoiding damage, temporarily numbness or strain. For that matter we don't know that high level fighters aren't incorporating supernatural abilities that aren't countered by anti-magic zones.</p><p></p><p></p><p></p><p>I simply disagree. I could use a variation of D&D combat rules to simulate boxing. Would it be a perfect simulation? Granularity down to the level of calculating how much damage each solid blow did? No, of course not. But with the right set of assumptions of damage from a punch along with the HP of each of the fighters you could get a fairly accurate simulation of a boxing match. That's "realistic" enough for me. It would also not be all that much different from our theories of physics. We know they work based on our tests but it just lets us run vastly more granular and accurate simulations.</p><p></p><p>I'm typing this on a device I have no clue how it really works. I'm sure some people have accurate theories and calculations that describe how it works. But those are just descriptions, simulations of what is really happening. At the same time, I don't understand any of those theories or calculations and I don't need to. All I need to know is the end result. Same way with a world of magic. I don't need to know how it alters our reality, I just need to know what effect is has on D&D world reality and assume that if it's not modified by magic it works like the real world.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9009570, member: 6801845"] That's one take. One I don't happen to agree with. Realistic just means "resembling or simulating real life". So I view D&D world as being real world + magic and supernatural. It doesn't [I]violate[/I] the rules of physics because the actual fundamental physical reality is unknowable. We just happen to have some pretty math and theories that describe fundamental physical reality at the macro (and to a lesser degree quantum) level fairly well. We still can't reconcile the two, a handful of theories aside. Don't confuse the ideas we have of how everything works with how everything actually works. We didn't evolve to see the world as it is, we evolved to see the world as it helps us survive. You're conflating a couple of things. First, is the granularity of the simulation that is vastly oversimplified for a game. Yes, the rules are simple. No that doesn't mean they actually do or need to tell us every detail of what's actually going on. Next that "damage" is always a cut, abrasion or significant bodily damage. Just because [I]your idea[/I] of what HP means doesn't match the reality of how HP work in D&D world doesn't matter. HP in D&D doesn't represent one thing, it's short term exhaustion, stresses from avoiding damage, temporarily numbness or strain. For that matter we don't know that high level fighters aren't incorporating supernatural abilities that aren't countered by anti-magic zones. I simply disagree. I could use a variation of D&D combat rules to simulate boxing. Would it be a perfect simulation? Granularity down to the level of calculating how much damage each solid blow did? No, of course not. But with the right set of assumptions of damage from a punch along with the HP of each of the fighters you could get a fairly accurate simulation of a boxing match. That's "realistic" enough for me. It would also not be all that much different from our theories of physics. We know they work based on our tests but it just lets us run vastly more granular and accurate simulations. I'm typing this on a device I have no clue how it really works. I'm sure some people have accurate theories and calculations that describe how it works. But those are just descriptions, simulations of what is really happening. At the same time, I don't understand any of those theories or calculations and I don't need to. All I need to know is the end result. Same way with a world of magic. I don't need to know how it alters our reality, I just need to know what effect is has on D&D world reality and assume that if it's not modified by magic it works like the real world. [/QUOTE]
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What is the worst piece of DM advice people give that you see commonly spread?
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