D&D General The Importance of Verisimilitude (or "Why you don't need realism to keep it real")

I don't agree with Gygax. Fighters got the most hit points, the best saves, proficiency with the most weapons, the best attack matrix, and could clear an area of little enemies in no time.
Ok. Let's look at this shall we?
  • The most hit points? Clerics brought the most hit points to the party because they had almost as many hp as fighters
  • The best saves? Not until double digit levels. Up to level 8 clerics were clearly better in 1e
  • Proficiency with the most weapons? You only have two hands. But clerics were locked out of swords
  • Best attack matrix? Yes. At levels 7-8 they had all of +2 to hit over a cleric
  • Clearing an area of little enemies? That was very niche - and they weren't as good at it as wizard spells.
I find your points technically true but having little practical effect until you get weapon specialisation.
 

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The most hit points? Clerics brought the most hit points to the party because they had almost as many hp as fighters
And cast healing spells, I'm guessing is the point.

18 CON max hp Fighter, 14 hp.

10 Con, avg Cleric. 4 hp. Three average CLW 13 more for whoever needs em.

And then, between dungeons the Fighter heals 11 hp/week

The Cleric only 7...
...+21d8
 
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For me, verisimilitude comes down to being consistent within your established setting and expectations. One thing I really like about 5e is that it facilitates a number of approaches to this, so that my (relatively) low stakes campaign can work and feel believable, and so can someone else's epic.

And my biggest pet peeve in D&D, in the context of verisimilitude? Alignment. Real people don't have alignments. They are way more complicated.
 

Ok. Let's look at this shall we?
  • The most hit points? Clerics brought the most hit points to the party because they had almost as many hp as fighters
  • The best saves? Not until double digit levels. Up to level 8 clerics were clearly better in 1e
  • Proficiency with the most weapons? You only have two hands. But clerics were locked out of swords
  • Best attack matrix? Yes. At levels 7-8 they had all of +2 to hit over a cleric
  • Clearing an area of little enemies? That was very niche - and they weren't as good at it as wizard spells.
I find your points technically true but having little practical effect until you get weapon specialisation.
Different strokes dude. We're never going to agree here. I don't like what you like, and you don't like what I like.
 

One of the most interesting things about verisimilitude is that we tend to draw the line where we choose and sometimes in the oddest places. I have a friend who will not watch zombie movies like Night of the Living Dead because the very existance of zombies breaks his ability to suspend disbelief. Oh, he's fine with vampires or a story with a necromancer raising the dead, but without such an explanation he cannot just accept a setting premise where zombies exist with no satisfactory explanation as to why. I will happily accept giants, fire breathing dragons, and spells that create food & water, but I really dislike halflings being as strong as goliaths without a good explanation like a girdle of giant strength or something. It's just a preference on my part rather than some objective right or wrong.
 

One of the most interesting things about verisimilitude is that we tend to draw the line where we choose and sometimes in the oddest places. I have a friend who will not watch zombie movies like Night of the Living Dead because the very existance of zombies breaks his ability to suspend disbelief. Oh, he's fine with vampires or a story with a necromancer raising the dead, but without such an explanation he cannot just accept a setting premise where zombies exist with no satisfactory explanation as to why. I will happily accept giants, fire breathing dragons, and spells that create food & water, but I really dislike halflings being as strong as goliaths without a good explanation like a girdle of giant strength or something. It's just a preference on my part rather than some objective right or wrong.
I fully understand your friends' problem with mystery zombies.
 



Why bother with mundane classes if they're strictly inferior? The point is that balance is necessary, and that if there's any desire for V-tude, limiting how good non-magical player options can be, the workable solution is to tune magical options to balance with them. That they could as easily be intentionally imbalanced low to make playing a caster a woeful sacrifice, is just making the point.

More philosophically, even the most trivial magic could mean something in a given setting, or have a very specific use woven into a plot. If, IRL, you could prove that you could levitate match sticks, you would be an international celebrity and drive physicists crazy. ;)
Benders are clearly powerful individuals who can do impressive things impossible for non-benders.

There are still extremely important non-bending characters throughout AtLA. Sokka, Ty Lee, Mai, Suki, Piandao, the Mechanist, etc. Characters who have special (but perfectly mundane in-setting) skills, training, resources. And in a world where spirits are very real and the supernatural is but a breath away, even mundane acts can have effects beyond what is possible IRL. And yes, there is a TTRPG for AtLA, so this isn't just a narrative to game comparison.

Hence, this whole thing becomes rather circular. Verisimilitude requires limiting certain things and being completely hands-off with others, but the decision about what to be hands-off with is either totally capricious and arbitrary, or knowingly and intentionally biased. The "veri-" to which there is "similitude" is a choice, not a requirement.

Folks who like the things volunteered to get the short end of the stick aren't exactly keen on that. Being told, "oh, but you see, giving those things short shrift is actually necessary for the good of the game!" when we can clearly see that it is simply a choice, in support of a very specific and narrow set of preferences.

"Verisimilitude" is simply a more subtle, wily version of "realistic." As soon as you start pushing on the specifics, its true colors are revealed: only sanctioned breaks from reality are permitted, and all other things must conform, not simply to IRL physics (which are quite a bit more flexible than many realize...), but to the rather stunted subset thereof which is held in popular opinion ("pop physics"?) as physically real and consistent. Actual physical feats real Olympic gymnasts, archers, and swimmers achieve are usually impossible or effectively so under this stunted subset of our physical reality, to say nothing of mundane-but-epic feats fantastical characters should have within reach.

I very much appreciate that folks want to feel that a world is grounded, sensible, predictable. A place explored less through map and word, and more through action and consequence. That is why I included "Groundedness & Simulation" as one of the four game-(design-)purposes" in my possibly-incomplete taxonomy. But I find "verisimilitude" goes quite far past "I want a world that is grounded, sensible, and predictable." Coupled with various rather pointed preferences and the advocacy for certain design trends (which, notably, were not true of classic editions; loot in early editions specifically favored Fighter characters over other classes!), it amounts to a shell game of the problems of "realism." Advocates have recognized that "realism" is a problematic term, so many of them have cordoned off the problematic parts and just don't speak them out loud...until pressed.

You can have a world that is fully self-consistent, and where explicitly-flagged "magic" is not the only way to exceed the bounds of what should be physically possible. The supernatural and transmundane are vast. They contain multitudes.
 

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