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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7594923" data-attributes="member: 23751"><p>It's not all opinion. It's an absolute fact that if I add in becoming nicked and dull in combat with the need to sharpen the edge and work out the nicks, and rusting if not cared for properly to longswords, that longswords in my game more closely match how they work in the real world than they normally do in D&D. That makes it a fact that my longswords would have more realism than D&D longswords.</p><p></p><p></p><p></p><p>Sure, but in D&D there is no such dulling or assumed care. Longswords simply never nick or get dull in D&D. You've moved the goalposts of this discussion with that statement.</p><p></p><p>Me: I have apples and D&D has oranges, and apples are more realistic as they more closely match reality.</p><p></p><p>You: Well, if I change D&D so that it assumes oranges instead of apples you can't tell the difference between oranges and oranges, so realism is all subjective.</p><p></p><p>You can't see how this new argument is bunk?</p><p></p><p></p><p></p><p>Because the other doesn't happen in D&D, so my way is in fact more realistic than D&D. Now, if you state to players at the outset that swords get dull and nicked in combat, but you are going to assume care, you've made longswords in your game more realistic. Assumed care and roleplayed care would be the same level of realism, as the damage to swords is being done and being repaired.</p><p></p><p>So I'll make it more difficult for you. Swords break in real life. If I now add breakage to combat in my game, it's more realistic than the game that doesn't have it, but does have assumed care of minor damage. Sword breakage in combat is NOT something that can just be assumed and glossed over the way you did to the damage. You either have it as a possibility in combat and have to deal with the consequences when your sword breaks or you don't.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7594923, member: 23751"] It's not all opinion. It's an absolute fact that if I add in becoming nicked and dull in combat with the need to sharpen the edge and work out the nicks, and rusting if not cared for properly to longswords, that longswords in my game more closely match how they work in the real world than they normally do in D&D. That makes it a fact that my longswords would have more realism than D&D longswords. Sure, but in D&D there is no such dulling or assumed care. Longswords simply never nick or get dull in D&D. You've moved the goalposts of this discussion with that statement. Me: I have apples and D&D has oranges, and apples are more realistic as they more closely match reality. You: Well, if I change D&D so that it assumes oranges instead of apples you can't tell the difference between oranges and oranges, so realism is all subjective. You can't see how this new argument is bunk? Because the other doesn't happen in D&D, so my way is in fact more realistic than D&D. Now, if you state to players at the outset that swords get dull and nicked in combat, but you are going to assume care, you've made longswords in your game more realistic. Assumed care and roleplayed care would be the same level of realism, as the damage to swords is being done and being repaired. So I'll make it more difficult for you. Swords break in real life. If I now add breakage to combat in my game, it's more realistic than the game that doesn't have it, but does have assumed care of minor damage. Sword breakage in combat is NOT something that can just be assumed and glossed over the way you did to the damage. You either have it as a possibility in combat and have to deal with the consequences when your sword breaks or you don't. [/QUOTE]
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