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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7559734" data-attributes="member: 42582"><p>There are many reasons why I'm not very keen on 3E, but one of them is that sometimes it wants to be gritty/simulationist (eg skill rules; combat manoeuvres; casting spells from the back of a moving wagon) but other times it wants to be classic gonzo D&D (eg basic combat rules; the fact that under normal conditions casters never have trouble with their magic; healing rules). A related issue is that it uses things like "natural armour bonuses" to give a veneer of simulation to what are in fact features of the game driven purely by system maths (eg dragons have +30 "natural armour" bonuses to their ACs, but a +5 suit of plate armour ie the best that a mage can forge, gives +15 or so to AC - what does that "natural armour" actually consist in, not in system maths terms but in in-fiction terms?).</p><p></p><p>I see 4e as having made a clear call in this respect, and that's one thing I like about it.</p><p></p><p>Although not in the same way that it happens in any published version of D&D. In real life a sword blow can cause an injury (dismemberment, for instance; and infection) that doesn't cause immediate unconsciousness yet may be fatal unless treated and that is permanently disabling.</p><p></p><p>In D&D (any edition, although not every edition has every option), PCs suffer injuries that are immediately fatal, injuries that cause unconsicousness and (in some cases) may turn out to be fatal, and injuries that can be completely recovered from with no need for treatment and never taking more than a few weeks or so. That is not a very <em>realistic</em> range of possible injuries.</p><p></p><p>Hence I agree with this</p></blockquote><p></p>
[QUOTE="pemerton, post: 7559734, member: 42582"] There are many reasons why I'm not very keen on 3E, but one of them is that sometimes it wants to be gritty/simulationist (eg skill rules; combat manoeuvres; casting spells from the back of a moving wagon) but other times it wants to be classic gonzo D&D (eg basic combat rules; the fact that under normal conditions casters never have trouble with their magic; healing rules). A related issue is that it uses things like "natural armour bonuses" to give a veneer of simulation to what are in fact features of the game driven purely by system maths (eg dragons have +30 "natural armour" bonuses to their ACs, but a +5 suit of plate armour ie the best that a mage can forge, gives +15 or so to AC - what does that "natural armour" actually consist in, not in system maths terms but in in-fiction terms?). I see 4e as having made a clear call in this respect, and that's one thing I like about it. Although not in the same way that it happens in any published version of D&D. In real life a sword blow can cause an injury (dismemberment, for instance; and infection) that doesn't cause immediate unconsciousness yet may be fatal unless treated and that is permanently disabling. In D&D (any edition, although not every edition has every option), PCs suffer injuries that are immediately fatal, injuries that cause unconsicousness and (in some cases) may turn out to be fatal, and injuries that can be completely recovered from with no need for treatment and never taking more than a few weeks or so. That is not a very [I]realistic[/I] range of possible injuries. Hence I agree with this [/QUOTE]
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