I think here is the issue at hand in a general sense
Role-playing games strive to make a set of rules to make a fun game where you, as a player, can do cool/fun/awesome things like swing a sword, cast a spell, jump off a cliff, etc.
However it is not real life and real life rules cannot apply. Why? Because there would be no balance.
This in my mind is the biggest issue games face, people sit and say "I can run 40 feet, jump off my house, land on top of that guard swinging a sword and impale him, why can't I do that in an RPG?"
I think in the end the biggest problems game designers face is balance. Making the game fun for all classes and people. Sure in theory a mage with fireball could destroy towns and be a real terror if he existed in ancient times, but that is only fun for the mage.
when you design a game you need to allow the spotlight and fun to be on each party member at various points, this is also the most difficult task as a GM as well.
so what does all this mean? It means thus far in my eyes the game designers haven't found a fun balance to the issues you brought up. It also means that the economy of actions is an attempt to make all characters viable options that are fun and equally effective. Is this a realistic attempt to imitate life? Of course not it is an attempt to make the game fun for all involved, in 4E I would say they succeeded, and I believed failed in 3.0 and 3.5
just my opinion.
Role-playing games strive to make a set of rules to make a fun game where you, as a player, can do cool/fun/awesome things like swing a sword, cast a spell, jump off a cliff, etc.
However it is not real life and real life rules cannot apply. Why? Because there would be no balance.
This in my mind is the biggest issue games face, people sit and say "I can run 40 feet, jump off my house, land on top of that guard swinging a sword and impale him, why can't I do that in an RPG?"
I think in the end the biggest problems game designers face is balance. Making the game fun for all classes and people. Sure in theory a mage with fireball could destroy towns and be a real terror if he existed in ancient times, but that is only fun for the mage.
when you design a game you need to allow the spotlight and fun to be on each party member at various points, this is also the most difficult task as a GM as well.
so what does all this mean? It means thus far in my eyes the game designers haven't found a fun balance to the issues you brought up. It also means that the economy of actions is an attempt to make all characters viable options that are fun and equally effective. Is this a realistic attempt to imitate life? Of course not it is an attempt to make the game fun for all involved, in 4E I would say they succeeded, and I believed failed in 3.0 and 3.5
just my opinion.