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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: 7602514" data-attributes="member: 23751"><p>That's where realism starts, yes. Those are attempts attempts to model real life happenings.</p><p></p><p></p><p></p><p>I didn't say that. What I said is that you should have mechanics for them. Otherwise they lack sufficient realism(in my opinion) to even bother with. There's no point in telling someone his weapon is dinged up, bent, dull or whatever, if there's no mechanical difference between that weapon and a brand new sharp one.</p><p></p><p></p><p></p><p>Cat farts and clocks chiming don't cause weapons to break down. Cat farts coming out of the rears of cats and clocks chiming when they hit the hour or half hour would be realism.</p><p></p><p></p><p></p><p>Misperception. A player who thinks the game was more realistic without the silly subsystem is misperceiving realism in the game. With no system at all, there is 0 realism involved with that topic. With a system, there is realism involved with that topic. That's an objective increase in realism. Where the misperception is likely coming from is that when there is no system, players often ignore the topic, but when a silly subsystem is used, it brings that topic to the forefront and smacks the players in the face. They're suddenly paying far more attention to that topic, so it SEEMS less realistic when it's really not.</p><p></p><p></p><p></p><p>That isn't what I said. What I said is that D&D making larger and/or heavier weapons do more damage was realistic. They use damage dice as the system to model that, so in the context of the system D&D uses, a d8 for a longsword is more realistic than a d10, because a longsword isn't as large or heavy as the other weapons in the d10 range. </p><p></p><p></p><p></p><p>It doesn't matter. Can the D&D system be made more realistic by getting into those issues and resolving them close to how real life daggers and swords are? Sure. It's not necessary for the current D&D system to involve realism, though.</p><p></p><p></p><p></p><p>Rolemaster was fun, but took things too far with regard to realism. I don't D&D to turn into Rolemaster. I don't need a chart for each weapon, dealing with armor from skin to plate and the various hit point damage and crit types depending on what you roll. What's with the number 66 anyway? Why was that number so deadly on the crit charts?</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7602514, member: 23751"] That's where realism starts, yes. Those are attempts attempts to model real life happenings. I didn't say that. What I said is that you should have mechanics for them. Otherwise they lack sufficient realism(in my opinion) to even bother with. There's no point in telling someone his weapon is dinged up, bent, dull or whatever, if there's no mechanical difference between that weapon and a brand new sharp one. Cat farts and clocks chiming don't cause weapons to break down. Cat farts coming out of the rears of cats and clocks chiming when they hit the hour or half hour would be realism. Misperception. A player who thinks the game was more realistic without the silly subsystem is misperceiving realism in the game. With no system at all, there is 0 realism involved with that topic. With a system, there is realism involved with that topic. That's an objective increase in realism. Where the misperception is likely coming from is that when there is no system, players often ignore the topic, but when a silly subsystem is used, it brings that topic to the forefront and smacks the players in the face. They're suddenly paying far more attention to that topic, so it SEEMS less realistic when it's really not. That isn't what I said. What I said is that D&D making larger and/or heavier weapons do more damage was realistic. They use damage dice as the system to model that, so in the context of the system D&D uses, a d8 for a longsword is more realistic than a d10, because a longsword isn't as large or heavy as the other weapons in the d10 range. It doesn't matter. Can the D&D system be made more realistic by getting into those issues and resolving them close to how real life daggers and swords are? Sure. It's not necessary for the current D&D system to involve realism, though. Rolemaster was fun, but took things too far with regard to realism. I don't D&D to turn into Rolemaster. I don't need a chart for each weapon, dealing with armor from skin to plate and the various hit point damage and crit types depending on what you roll. What's with the number 66 anyway? Why was that number so deadly on the crit charts? [/QUOTE]
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