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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7559519" data-attributes="member: 29398"><p>Oh, I dunno - there's a few where it takes a rather distant back seat... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Maybe not so much "conducive of skilled play", as that's not really the point in this case. I'd like to think, perhaps naively, that internal logic helps players make decisions and take actions consistent with what the setting expects and its internal physics can handle, while at the same time helping me-as-DM present that setting in a consistent and halfway-logical manner.</p><p></p><p></p><p>I'm not sure here. "It's the same as reality unless something says it isn't" is a perfectly good and simple foundation to start from.</p><p></p><p>Oddly enough, healing is one instance where realism is anything but a red herring. Natural healing and recovery is something we've all directly experienced at some point and that works at a more-or-less consistent rate in real life; and this then becomes a familiar baseline for where one wants to scale it in the game system. "More realistic" implies something closer to this baseline, "less realistic" implies something farther away e.g. in D&D 4e and 5e healing rates are a long way from realistic while 1e by RAW is much closer; no system will ever get it bang on and - given the various oddities and assumptions of the nigh-universal hit point system - is likely well advised not to try.</p><p></p><p>Another example: one approach to hit points that generally adds some realism at cost of some extra effort is any sort of wound-vitality or body-fatigue system. Wound/body points are actual physical injury, to which we can if desired then apply real-world healing rates or some approximation; while vitality/fatigue points are just that and thus can be recovered fairly quickly.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7559519, member: 29398"] Oh, I dunno - there's a few where it takes a rather distant back seat... :) Maybe not so much "conducive of skilled play", as that's not really the point in this case. I'd like to think, perhaps naively, that internal logic helps players make decisions and take actions consistent with what the setting expects and its internal physics can handle, while at the same time helping me-as-DM present that setting in a consistent and halfway-logical manner. I'm not sure here. "It's the same as reality unless something says it isn't" is a perfectly good and simple foundation to start from. Oddly enough, healing is one instance where realism is anything but a red herring. Natural healing and recovery is something we've all directly experienced at some point and that works at a more-or-less consistent rate in real life; and this then becomes a familiar baseline for where one wants to scale it in the game system. "More realistic" implies something closer to this baseline, "less realistic" implies something farther away e.g. in D&D 4e and 5e healing rates are a long way from realistic while 1e by RAW is much closer; no system will ever get it bang on and - given the various oddities and assumptions of the nigh-universal hit point system - is likely well advised not to try. Another example: one approach to hit points that generally adds some realism at cost of some extra effort is any sort of wound-vitality or body-fatigue system. Wound/body points are actual physical injury, to which we can if desired then apply real-world healing rates or some approximation; while vitality/fatigue points are just that and thus can be recovered fairly quickly. [/QUOTE]
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