By the rules, the high level barbarian is fantastical, yes, but by this view, the rules are not taken as axiomatic first principles. They can be wrong.
If you're going to start rooting out all the ways in which high level characters are fantastical, though, you're going to have to do a lot more rooting than just the rules for falling damage.
Taking the same barbarian for example: At 12th-level he's got DR 2/--. When an average guy comes up and stabs this guy with a dagger, half the time the blade literally bounces off his skin. The dagger didn't miss. He just literally wasn't hurt by a sharp piece of metal. He's that tough. Beyond about 8th-level, the extraordinary class abilities fall very much into the "...though they may break the laws of physics" half of the
definition.
I can understand that some people may not like the reality being modeled. But it's consistent unto itself.
Sure, one can come up with D&D world justifications for the barbarian, in much the same way as Gary tries to justify hit points - skill, luck, divine intervention. But that would mean that a Cure Light Wounds spell 'heals' all those things, as does a few days rest, which is weird. But this is an old argument. Hit points ain't got no verisimilitude.
With the exception of the cure spells,
hit points actually work just fine. Assuming you understand how the mechanics work.
This is exactly the problem with the barbarian, the rules don't fit the perceived reality of the game world. Making them fit is a struggle, just as it is with Come And Get It.
And I maintain that there's a fundamental difference between "I don't like that the rules let me play Superman" and "these rules have no explicable connection to the game world".
Experience points in OD&D and 1e, which are gained largely by finding gold, are another rule where gamism trumps verisimilitude.
Sure. Virtually all character creation and improvement mechanics are dissociated. This includes XP for treasure. And it also includes XP for defeating monsters or achieving story goals. IME, most people who usually have a problem with dissociated mechanics don't have a problem with this because the process of building a character is not the same as the process of playing a character.
I think there's more objection to the way 4e mixes gamism with dramatism, as opposed to just objecting to dramatism itself. See even with your example above, in 90-95% of most action movies the major villain will not rush in like some stupid mook. You expect the mooks to just rush in, but CaGI affects anyone equally... since there is no way to resist it. That isn't good dramatism IMO, it's sloppy because gamisim is still king.
I agree. I think the whole "4th edition has narrative control mechanics" is, with rare exception, a bit of a misnomer.
Narrative control mechanics are dissociated mechanics. 4th Edition has dissociated mechanics. This doesn't mean that 4th Edition's dissociated mechanics are, by and large, narrative control mechanics. (Although it's true that a few of them could probably be classified as such.)
CAGI, for example, gives the player control over an NPC's actions in a way that would traditionally be reserved for the GM. But it's not really narrative control that's being taken. It's, for lack of a better term, gamist control.
The mechanics LEAD the roleplay. A player, or DM, uses a power and then it is the job of the roleplaying to catch up and fill in the blanks. I've used the term before: "pop quiz role-playing".
Good point. And the thing about it is that you can do this sort of roleplaying with
any game. Play
Monopoly and provide a roleplaying reason for why your character suddenly developed an interest in buying Park Place. Play
Arkham Horror and act out the journey across town to find a clue. There's nothing wrong with that. But I think that a roleplaying game needs to have the roleplaying lead the mechanics.
"Oh my god! He's saying that 4th Edition isn't a roleplaying game!" No, I'm not. There are still plenty of associated, roleplaying-focused mechanics in the game. Describing it as anything other than an RPG would be silly.