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Why is realism "lame"?
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<blockquote data-quote="Elf Witch" data-source="post: 6064616" data-attributes="member: 9037"><p>The people who have fallen are in the minority and it was sheer luck or maybe divine intervention if you believe that kind of thing. I would not mind a mechanic that simulates luck, or divine intervention. What I don't like is the entire idea that because you are such a good fighter that some how relates to being able to walk from something like that almost every single time. </p><p></p><p>Other games have fantasy and magic in them and without some kind of magical intervention you are not usually going to walk away from a terminal velocity fall. As a DM I want my players to take stuff like that seriously take precautions like using ropes or everyone buying a featherfall item. I hate the way metagame comes into it with the oh don't worry about it we have enough hit points. That way of thinking ruins the game for me. PCs should not know how many hit points they have or what level they are. </p><p></p><p>They may not be an average Joe but it is hokey and schlocky and imo unbelievable that in three months a person can go from being an apprentice mage or a new fighter to being an expert that rivals fighters and mages who have spent years honing their crafts. It is one of the reasons I use a really slow progression for XP which works fine in a homebrew but is really hard in an adventure path. It is the side effect of a level based game. Whuch is why DnD does do all kinds of fantasy style setting equally well. As a player I don't have as much an issue with this one as I do as a DM.</p><p></p><p>That is simply not true. I want an in game explanation of why something happens. Take healing and raise dead two of the most unrealistic aspects of the game they work fine for me because the explanation that a god is involved. I don't have to twist myself into a knot as a story teller to say why this happened. And the biggest attraction to RPGs for me is the story telling aspect. I want to feel like my PC is living in a real world not playing a game. If I wanted the game experience solely I could just play video games. I am well aware that to play RPGs you need rules that simulate things like combat. And that no matter how well written these rules are there will always be moments of WTF. And for those moments you remind yourself that it is just a game and move on. But if those WTF moments start happening a lot then it becomes unfun to me and not what I want in a RPG.</p><p></p><p>There is big difference between being a hero like John McClain who survives a lot of damage and Superman who can only be harmed with krptonite. Dump John McClain in lave he is going to die his odds of falling out of a jet at terminal velocity is not going to be in his favor. You are taking it to extremes to try and prove that your way is the only way to play the game. I am not talking about making the game super realistic with the things you describe. I am perfectly happy to hand wave away healing because of divine intervention. Or curing poison with a magical spell or disease for that matter. </p><p></p><p>I just don't like the who hoo aspect of the hit point system that allows high level mundane character to survive totally unrealistic things for no other reason than hit points. It is why for things like that I would prefer a mechanic other than just taking straight damage. Realism is not fun for you that is fine but for others we like a little realism in our games and it would be nice if DnD had supplemental rules to allow that but since it does not you house rule or got o third party products.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6064616, member: 9037"] The people who have fallen are in the minority and it was sheer luck or maybe divine intervention if you believe that kind of thing. I would not mind a mechanic that simulates luck, or divine intervention. What I don't like is the entire idea that because you are such a good fighter that some how relates to being able to walk from something like that almost every single time. Other games have fantasy and magic in them and without some kind of magical intervention you are not usually going to walk away from a terminal velocity fall. As a DM I want my players to take stuff like that seriously take precautions like using ropes or everyone buying a featherfall item. I hate the way metagame comes into it with the oh don't worry about it we have enough hit points. That way of thinking ruins the game for me. PCs should not know how many hit points they have or what level they are. They may not be an average Joe but it is hokey and schlocky and imo unbelievable that in three months a person can go from being an apprentice mage or a new fighter to being an expert that rivals fighters and mages who have spent years honing their crafts. It is one of the reasons I use a really slow progression for XP which works fine in a homebrew but is really hard in an adventure path. It is the side effect of a level based game. Whuch is why DnD does do all kinds of fantasy style setting equally well. As a player I don't have as much an issue with this one as I do as a DM. That is simply not true. I want an in game explanation of why something happens. Take healing and raise dead two of the most unrealistic aspects of the game they work fine for me because the explanation that a god is involved. I don't have to twist myself into a knot as a story teller to say why this happened. And the biggest attraction to RPGs for me is the story telling aspect. I want to feel like my PC is living in a real world not playing a game. If I wanted the game experience solely I could just play video games. I am well aware that to play RPGs you need rules that simulate things like combat. And that no matter how well written these rules are there will always be moments of WTF. And for those moments you remind yourself that it is just a game and move on. But if those WTF moments start happening a lot then it becomes unfun to me and not what I want in a RPG. There is big difference between being a hero like John McClain who survives a lot of damage and Superman who can only be harmed with krptonite. Dump John McClain in lave he is going to die his odds of falling out of a jet at terminal velocity is not going to be in his favor. You are taking it to extremes to try and prove that your way is the only way to play the game. I am not talking about making the game super realistic with the things you describe. I am perfectly happy to hand wave away healing because of divine intervention. Or curing poison with a magical spell or disease for that matter. I just don't like the who hoo aspect of the hit point system that allows high level mundane character to survive totally unrealistic things for no other reason than hit points. It is why for things like that I would prefer a mechanic other than just taking straight damage. Realism is not fun for you that is fine but for others we like a little realism in our games and it would be nice if DnD had supplemental rules to allow that but since it does not you house rule or got o third party products. [/QUOTE]
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