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D&D isn't a simulation game, so what is???
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<blockquote data-quote="clearstream" data-source="post: 8612610" data-attributes="member: 71699"><p>That's really not the experience at our table. Our combats evolve continuously, with much back and forth, precarious moments and so on. I can't recall a death in which we din't know exactly how B died. For example, my players still recall the sequence of events leading to M being bitten to death by giant ants, and E still feels bad about their actions in that combat.</p><p></p><p>But I believe you that 5e can be played in the empty way you describe, provided one employs the available mechanics sparingly and refuses to read the game state as having import in the fiction.</p><p></p><p></p><p>For me, not a bug, but an obdurate refusal to grasp and make use of the riches on offer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Say X lacks <em>web </em>in their spell<em>s </em>known or taken, then it will contradict the simulation to narrate that X has <em>web</em>. Suppose Q wields a rapier, then it will contradict the simulation to narrate that Q deals bludgeoning damage.</p><p></p><p></p><p>I don't agree as to plausibility. For example, almost all planets will have starbases. I don't agree that it will be plausible in the future for most planets to have starbases. At the end, you will have planets suitable for use in a space opera.</p><p></p><p></p><p>Can you define what you mean by plausibility? Because the dungeon generator aims to produce a plausible dungeon, where the definition of plausible perforce already compasess the existence of dungeons.</p><p></p><p></p><p>You mean the guidelines that suggest what will be a balanced challenge for a group? How does that restrict monsters? Do you take those guidelines to mean that the world's ecosystem is determined by the current sum levels of one PC party? And, I suppose, shifts tectonically when they level.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8612610, member: 71699"] That's really not the experience at our table. Our combats evolve continuously, with much back and forth, precarious moments and so on. I can't recall a death in which we din't know exactly how B died. For example, my players still recall the sequence of events leading to M being bitten to death by giant ants, and E still feels bad about their actions in that combat. But I believe you that 5e can be played in the empty way you describe, provided one employs the available mechanics sparingly and refuses to read the game state as having import in the fiction. For me, not a bug, but an obdurate refusal to grasp and make use of the riches on offer :p Say X lacks [I]web [/I]in their spell[I]s [/I]known or taken, then it will contradict the simulation to narrate that X has [I]web[/I]. Suppose Q wields a rapier, then it will contradict the simulation to narrate that Q deals bludgeoning damage. I don't agree as to plausibility. For example, almost all planets will have starbases. I don't agree that it will be plausible in the future for most planets to have starbases. At the end, you will have planets suitable for use in a space opera. Can you define what you mean by plausibility? Because the dungeon generator aims to produce a plausible dungeon, where the definition of plausible perforce already compasess the existence of dungeons. You mean the guidelines that suggest what will be a balanced challenge for a group? How does that restrict monsters? Do you take those guidelines to mean that the world's ecosystem is determined by the current sum levels of one PC party? And, I suppose, shifts tectonically when they level. [/QUOTE]
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