Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DND_Reborn" data-source="post: 8606411" data-attributes="member: 6987520"><p>Great points!</p><p></p><p>1. Earth-like (gravity, food and water needed, speed of creatures, etc.) with magic/fantasy added at a low or rare level -- which is then a world of my own devising. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In D&D, I track things like encumbrance, food, water, travel times, fairly strictly. Spending money in a tavern for food and lodging isn't hand-waved away.</p><p></p><p>When I say low or rare level of magic I mean, as examples:</p><p></p><p>A) Spellcasting is rare. In D&D terms, less than 1% would ever make tier 2 or higher.</p><p></p><p>B) Most magic items are rare, but tend to be more powerful. You won't find a +1 weapon, but a dragonslaying sword sure-- if you can find it. <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>C) Expendable items are not as rare. Potions are not common, but a wealthy merchant or tradesman might have enough gold to buy one from an apothecary, etc. A crystal or gemstone might be used to "store" magic as a source of power, enabling a caster to cast more spells, etc.</p><p></p><p>D) Fantastic creatures are also rare, but not unknown. Inhabitants know what a dragon, werewolf, displacer beast, etc. are but might go their entire lives without ever seeing such a creature--except perhaps in a carnival show or something?</p><p></p><p></p><p></p><p>Deep, but not too deep? <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>Fudging and on-the-fly rulings to have a reasonable facsimile is fine (for the most part). Examples of things in D&D that don't model real-world things well are the aforementioned use of longbows (and crossbows! a real "heavy crossbow" would only be fired about once every 3-4 rounds in D&D, not once per round!), the idea that most flying creatures <em>dashing</em> would barely be able to remain aloft.</p><p></p><p>Lack of rules/systems to allow PCs to sprint or jump anything close to real-life. This isn't even including the "stretch" to heroic fantasy that I would be happy to have in the game.</p><p></p><p>I'll give you an example of movement, in 5E D&D terms, that I've been considering:</p><p></p><p>1) Base speed of medium humanoids (in general) should be 25, not 30, given the 6-second round. This allows humans to walk at 2.84 mph, instead of 3.41 (speed 30) mph. It makes the <em>dash</em> a jog at about 5.7 mph (a speed accepted widely as a jog).</p><p></p><p>2) Adding a "run" at x3 speed and a "sprint" around x5 or 6 provides rules for PCs to actually move. Adding considerations around duration, terrain, etc. would be easy enough without making it too complex really.</p><p></p><p>3) Actually having a simple rule for using Athletics with movement such as jumping, climbing, etc.</p><p></p><p>And speaking of climbing, even if in difficult terrain, D&D says you can climb 10 feet per round. Yeah, I don't think so...</p><p></p><p>As far as combat is concerned, again in 5E terms, I am not as hit locations, etc. unless the game has a more realistic system. But I know a lot of the things I would like if I continued to mod 5E would be better suited to a video game, where the game can track everything instead of the player doing it.</p><p></p><p>So, deep enough I suppose but not <em>so</em> deep that the round-to-round bookkeeping becomes too labourious.</p><p></p><p>Hopefully that helps.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8606411, member: 6987520"] Great points! 1. Earth-like (gravity, food and water needed, speed of creatures, etc.) with magic/fantasy added at a low or rare level -- which is then a world of my own devising. :) In D&D, I track things like encumbrance, food, water, travel times, fairly strictly. Spending money in a tavern for food and lodging isn't hand-waved away. When I say low or rare level of magic I mean, as examples: A) Spellcasting is rare. In D&D terms, less than 1% would ever make tier 2 or higher. B) Most magic items are rare, but tend to be more powerful. You won't find a +1 weapon, but a dragonslaying sword sure-- if you can find it. ;) C) Expendable items are not as rare. Potions are not common, but a wealthy merchant or tradesman might have enough gold to buy one from an apothecary, etc. A crystal or gemstone might be used to "store" magic as a source of power, enabling a caster to cast more spells, etc. D) Fantastic creatures are also rare, but not unknown. Inhabitants know what a dragon, werewolf, displacer beast, etc. are but might go their entire lives without ever seeing such a creature--except perhaps in a carnival show or something? Deep, but not too deep? 🤷♂️ Fudging and on-the-fly rulings to have a reasonable facsimile is fine (for the most part). Examples of things in D&D that don't model real-world things well are the aforementioned use of longbows (and crossbows! a real "heavy crossbow" would only be fired about once every 3-4 rounds in D&D, not once per round!), the idea that most flying creatures [I]dashing[/I] would barely be able to remain aloft. Lack of rules/systems to allow PCs to sprint or jump anything close to real-life. This isn't even including the "stretch" to heroic fantasy that I would be happy to have in the game. I'll give you an example of movement, in 5E D&D terms, that I've been considering: 1) Base speed of medium humanoids (in general) should be 25, not 30, given the 6-second round. This allows humans to walk at 2.84 mph, instead of 3.41 (speed 30) mph. It makes the [I]dash[/I] a jog at about 5.7 mph (a speed accepted widely as a jog). 2) Adding a "run" at x3 speed and a "sprint" around x5 or 6 provides rules for PCs to actually move. Adding considerations around duration, terrain, etc. would be easy enough without making it too complex really. 3) Actually having a simple rule for using Athletics with movement such as jumping, climbing, etc. And speaking of climbing, even if in difficult terrain, D&D says you can climb 10 feet per round. Yeah, I don't think so... As far as combat is concerned, again in 5E terms, I am not as hit locations, etc. unless the game has a more realistic system. But I know a lot of the things I would like if I continued to mod 5E would be better suited to a video game, where the game can track everything instead of the player doing it. So, deep enough I suppose but not [I]so[/I] deep that the round-to-round bookkeeping becomes too labourious. Hopefully that helps. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
Top