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Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="keterys" data-source="post: 5776747" data-attributes="member: 43019"><p>The systems that have felt the most realistic to me tend to be the ones with the least constraining rules, because most rules break immersion simply by existing and intruding on the experience.</p><p></p><p>So, yeah, trying to be more realistic with lots of rules is a deal breaker for me, which usually means I can never agree with those who push hard for more realistic rulesets.</p><p></p><p>"This man is a blacksmith who crafts exceptional short swords and is an endurance runner" can be real to me without needing to know that the blacksmith can create 1.32 swords per day, with a .25% chance of an exceptional work and 1% chance of failure, while his running speed tends to be 7mph and he can move at that speed for an average of 32.7 hours. </p><p></p><p>Especially if you start thinking about those numbers, like the ones for running, and what that really means <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>(Various #s are assuming multiple rolls used - for example, maybe the blacksmith needs to roll a 20 twice to crit on the sword, and a 1-2 twice to fail, and he can run for 6 hours, then has to start making hourly Endurance checks - which he's really good at, but with a -1 penalty per hour. Those are all not surprising rules for a system to have.)</p></blockquote><p></p>
[QUOTE="keterys, post: 5776747, member: 43019"] The systems that have felt the most realistic to me tend to be the ones with the least constraining rules, because most rules break immersion simply by existing and intruding on the experience. So, yeah, trying to be more realistic with lots of rules is a deal breaker for me, which usually means I can never agree with those who push hard for more realistic rulesets. "This man is a blacksmith who crafts exceptional short swords and is an endurance runner" can be real to me without needing to know that the blacksmith can create 1.32 swords per day, with a .25% chance of an exceptional work and 1% chance of failure, while his running speed tends to be 7mph and he can move at that speed for an average of 32.7 hours. Especially if you start thinking about those numbers, like the ones for running, and what that really means ;) (Various #s are assuming multiple rolls used - for example, maybe the blacksmith needs to roll a 20 twice to crit on the sword, and a 1-2 twice to fail, and he can run for 6 hours, then has to start making hourly Endurance checks - which he's really good at, but with a -1 penalty per hour. Those are all not surprising rules for a system to have.) [/QUOTE]
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