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6 months later: impressions of 4e
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<blockquote data-quote="Gothmog" data-source="post: 4625058" data-attributes="member: 317"><p>You know, I'm with you there to some degree. I'm a neuroscientist by training (with a lot of MD training as well), and 4e definitely does have some gaps between its reality and real-world physics, biology, and chemistry. For example, I understand the reasoning behind healing surges, and appreciate it makes gameplay faster (and probably more fun for many), but the yo-yo hit points and lack of long-term injury bugged me- so my group and I added houserules for slower healing and injuries. Problem solved!</p><p></p><p>However, this isn't new to 4th edition. D&D has never done a good job modeling real-world science, and many would argue it shouldn't. The multiclassing system in 3rd edition is a good example of something that is completely ridiculous considering the way the human brain and psychology works- most people cannot/don't dramatically switch careers several times in their lives. (And by dramatically, I mean someone who used to be a physics professor suddenly also becoming a navy SEAL, then becoming an MD- our brains and neuronal pathways just aren't structured that way). Falling damage in every edition is wonky, as are the concept of hit points and their ablation leading to death. Armor class takes into account many variables that simply cannot be lumped into one catch-all factor in reality. Likewise, humanoid creatures the size of giants couldn't exist- they would pulverize their own bones by bipedal locomotion and be unable to sustain upright posture, not to mention the physics involved with getting something the size of a dragon flying with any sort of wing. I guess the take-home message here is if you want to play D&D, you have to already be willing to make some leaps in logic, but its still fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Gothmog, post: 4625058, member: 317"] You know, I'm with you there to some degree. I'm a neuroscientist by training (with a lot of MD training as well), and 4e definitely does have some gaps between its reality and real-world physics, biology, and chemistry. For example, I understand the reasoning behind healing surges, and appreciate it makes gameplay faster (and probably more fun for many), but the yo-yo hit points and lack of long-term injury bugged me- so my group and I added houserules for slower healing and injuries. Problem solved! However, this isn't new to 4th edition. D&D has never done a good job modeling real-world science, and many would argue it shouldn't. The multiclassing system in 3rd edition is a good example of something that is completely ridiculous considering the way the human brain and psychology works- most people cannot/don't dramatically switch careers several times in their lives. (And by dramatically, I mean someone who used to be a physics professor suddenly also becoming a navy SEAL, then becoming an MD- our brains and neuronal pathways just aren't structured that way). Falling damage in every edition is wonky, as are the concept of hit points and their ablation leading to death. Armor class takes into account many variables that simply cannot be lumped into one catch-all factor in reality. Likewise, humanoid creatures the size of giants couldn't exist- they would pulverize their own bones by bipedal locomotion and be unable to sustain upright posture, not to mention the physics involved with getting something the size of a dragon flying with any sort of wing. I guess the take-home message here is if you want to play D&D, you have to already be willing to make some leaps in logic, but its still fun. :) [/QUOTE]
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