Thomas Shey
Legend
Matching up with the fiction is more important to me than degree of gamism.
Yes, I think most of us know by now, Micah.
Matching up with the fiction is more important to me than degree of gamism.
I am not using a VTT, just a very colorful multi-page character sheet full of widgets i was assured I needed to keep with the expected encounters and the rest of the party.You're using a VTT? They tend to make sure everything is covered whether needed or not. I have things on my Hero Lab Online sheet I never need to look at.
(Now, over time you can accumulate a lot of feats, which can add up in the teens, but even a lot of those are things that are reactive in some circumstances. It can still be hard to remember sometimes, but its not a steady-state load. I don't need to know I have Evasion unless I'm making a Reflex save, and then three of the four results it doesn't matter with).
I don't think this is a defensible position. In fact I think there ARE games which are pretty much open ended. For example, Magic: the Gathering. There is not even a possibility of constructing a canonical description of all possible play. You can't even characterize play with a few generalizations. Yet there is no necessity, and little tendency, to construct a narrative in play.A board game is very, very, rarely an example of interactive storytelling. It’s more like an analog video game. You are experiencing a pre-packaged story (no matter how branching or non-linear), not telling a new one as a group activity.
And again, open-ended situations are literally meaningless unless they contain elements of and lend themselves to telling stories.
Absolutely no one would play a game that is just as open as D&D, but devoid of any story elements to use to tell a story interactively. Game Piece 1 is meaningless. Rogue has meaning. The difference is story, not that one is more open-ended.
I'm mystified by what your response has to do with the statement that D&D fighters (or other PCs) are clearly supernatural. I mean, once my sister's 1e bard just casually jumped off a 200' cliff, because the damage she suffered was basically trivial and easily survivable (I forget what the motivation was, she wanted to get to the bottom fast for whatever reason). If that isn't supernatural, what is? Heck, my ranger character jumped off a huge cliff into a sea of high level demons, carved a path through them all, and laughed the whole way. Sure seemed supernatural to me!I think this is a bad argument - Even if someone is okay with something supernatural in some way, that doesn’t imply that they need to be okay with anything supernatural in any way.
Yet you prefer to play D&D. I'm guessing its because the play experience of games like Aftermath (which IIRC is quite realistic) kinda suck. People don't want to RP normal humans! At least most of the time.I'm fine with humans being more realistic in both directions. All it would take is a little research before you design. It can and has been done by people who aren't WotC.
I find most of the "level appropriate" mechanics pretty odd and hard to coherently justify.
Unlike most of the other mechanics, they impact setting parameters in service to game balance rather than provide mechanics for impacting the setting.
So I have a hard time reckoning how they make sense. Not that I don't try.
What on earth do you think I’m arguing, that this makes sense to you as a response?I don't think this is a defensible position. In fact I think there ARE games which are pretty much open ended. For example, Magic: the Gathering. There is not even a possibility of constructing a canonical description of all possible play. You can't even characterize play with a few generalizations. Yet there is no necessity, and little tendency, to construct a narrative in play.
I do my best to state my opinions as just that, and have no problem taking the hit when I forget, or accepting my error when I make one. I see no reason why other people can't do the same.
Or as Gary used to do, "if you jump off a 200 foot cliff you are dead, I don't care how many hit points you have.". He didn't think such obvious things needed to be explained.Yeah. Falling should just kill you after a point, and natural healing should take much longer IMO. There are ways in some versions of D&D to mechanically represent severe specific damage by the way.