Satyrn
First Post
Now I just want go get sushi and not pay.
Life hack: Make friends with someone who makes sushi, and invite yourself to dinner. Often.
Pro tip: If you want more realism in your sushi, the friend should be Japanese.
Now I just want go get sushi and not pay.
To some extent I'll disagree with this, not so much from the system-v-realism point of view but from the system-v-immersion point of view.Sure. But most campaigns don't deal with ALL swords, do they? They deal with the swords of the protagonists and their enemies.
It's pretty clear that there are many other swords out in the fictional world (even if the DM hasn't introduced them). So, really, we're looking at the career of PCs and their exploits, and in that case, perhaps they go their entire career without having a weapon break.
Or, and here's where in an almost paradoxical way, a system that has less hard-coded rules can actually replicate this better; perhaps it's assumed that the PCs repair and/or replace their gear regularly when they go to town. In classic D&D where you track GP and other treasure and belongings, this isn't the way it's handled, but there's no reason that another game can't eschew the tracking of GP, and therefore allow such gear maintenance to be accounted for in a narrative sense.
Again, this is where "no system" is probably better than having a system. The tracking of every GP and its use actively gets in the way of the "realism" you're striving for.
Maybe or maybe not more realistic, but I'd argue that on the whole these mechanics* push the game towards being more immersive.Again, this is all assumed to happen in the same way that other forms of maintenance happen....bandaging wounds and eating meals and all other forms of mundane activity that it's not fun to focus on. If you prefer to handle it in a more mechanical way, then you can certainly introduce such a rule.
If your happy with these rules, that's great. If the game feels more realistic to you with them included, that's also great.
Just don't tell people that your game is more realistic than theirs because you use these rules. Because that's not so great.
ironic? Or are you just taking the p*ss?the urinic complaint of snark
I think this is very much a matter of opinion. I've never had a player suggest anything of this sort.Part of the goal of having one's game world be authentic and-or realistic is, I think, to help the players immerse themselves in the world and in the characters they play within it. Given that, having the players track their gear and expenses adds to the immersion factor in that the players are doing what the characters would be doing.
<snip>
I'd argue that on the whole these mechanics* push the game towards being more immersive.
This is weird. I didn't mention anything at all about your little tussle with Sep, so I'm not really clear why you feel the need to be defensive about it (or mention it more). Since you do seem to be keen to bring it up, I can only say that it took two to tango, there, and you didn't cover yourself in laurels, either.Here is the exact and full history, from my point of view-
1. I write a very lengthy post in response to what can best be described as the not-nicest post in the world.
Again, weird, as I did engage with what you wrote, twice now. Did I engage with everything you wrote, or, as evidenced below, what you seem to want me to engage? Nope, but that's not my duty, either.2. Instead of engaging with anything I wrote, you write a one-sentence response that says I didn't provide a definition of realism. This is not only incorrect, but ignored the entirety of what I was discussing. Kind of annoying, from my POV.
I was unclear that I felt your attempted definition was lacking -- not that I disagree with it, which I also do, but that it was entirely lacking as a definition. I made this clear in my second response -- you just moved the pea, you didn't successfully define "realism" as a useful term. And, again, I'm under no duty to engage with what you think is the point of your post, especially when I was engaging with it's premise. I had an issue that needed discussion before we even get to what you say is your main point -- ie, the definition of "realism" that you use in your main point.3. I state that you missed it, along with the entire point of my post.
4. You then chose to say, oh, that definition? Well, whatever. It's bad. Here- let me quote this, because I think it's pretty funny:
This is exactly what I paraphrased. I mean, come on, [MENTION=6799753]lowkey13[/MENTION], we can all scroll up to older posts.So, for example, in AD&D (1e), the inclusion of item saving throws (p. 80) makes the game slightly more realistic, as it would make the game more closely mirror something that happens in real life (the possible destruction of items from effects).
Woah!
So at this point, I have to go a little meta, since it has become increasingly clear that you're not actually reading what I write, but just trying to find things to argue with. How do I know this? Because I already addressed it in my very long post. Wait, what?
No, this even fails at the simplistic level you're dealing with. You explicitly said that adding 1e item saving throws provided more "realism" than not, and no part of this is predicated on perfection of "realism." Similarly, no part of my statement actually gets to your bolded bits here -- in other words, what you've bolded is irrelevant to my point.So it's almost as if I had already addressed this before you wrote about it! But that wasn't even the main thrust of my post. I mean, you're welcome to disagree with what I write (many people do), but at least pretend to read it first.
Yes, this is a common statement from you in the face of disagreement. You accuse the other posters of just being argumentative and then declare you've had the last word. Again, you do not cover yourself in laurels. And, as in the last time we were here, I'm not prepared to accede.Anyway, that's my POV, and I am done with this conversation. Because I do not enjoy arguing about arguing, and, as I have often stated, the best thing about banging your head against a wall is when you stop. To the extent you want to declare yourself a winner, you're a winner. If you want my opinion, read my original post.
Take care!
ironic? Or are you just taking the p*ss?
Thanks for taking that in good humour!Heh. Ironic was intended. Pee jokes are still funny, though.![]()
Sure. But most campaigns don't deal with ALL swords, do they? They deal with the swords of the protagonists and their enemies.
It's pretty clear that there are many other swords out in the fictional world (even if the DM hasn't introduced them). So, really, we're looking at the career of PCs and their exploits, and in that case, perhaps they go their entire career without having a weapon break.
Or, and here's where in an almost paradoxical way, a system that has less hard-coded rules can actually replicate this better; perhaps it's assumed that the PCs repair and/or replace their gear regularly when they go to town. In classic D&D where you track GP and other treasure and belongings, this isn't the way it's handled, but there's no reason that another game can't eschew the tracking of GP, and therefore allow such gear maintenance to be accounted for in a narrative sense.
Again, this is where "no system" is probably better than having a system. The tracking of every GP and its use actively gets in the way of the "realism" you're striving for.