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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Hussar" data-source="post: 8614004" data-attributes="member: 22779"><p>The system only generates information about the system itself. It's entirely self-referential. You cannot look at the information generated and use it in any way, other than within the system itself. Initiative has no actual narrative meaning unless you think that everyone just stands around with this sort of weird stop start action. It's a game artifact. Conditions are kind of information, but, are generally only information inside the system. After all, how do I knock a snake prone? Prone is a condition. What, exactly, is radiant damage? Why does electrical damage not cause burns? So on and so forth.</p><p></p><p></p><p></p><p>Again, and I keep coming back to this, it's not a difference of vague information vs large amounts of information. It's a difference between small amounts of information and none at all. The 5e combat system doesn't generate any information that isn't self-referential. Even things like "being closer to death" doesn't have any actual meaning. What does "being closer to death" look like? Feel like? How do you narrate that I am now 10% closer to potentially dying. Note, that even being knocked down doesn't mean that I'm dying. I might, true, but, I also might stand up next round with 1 HP without any outside intervention. </p><p></p><p>IOW, any narration you make can be immediately contradicted. </p><p></p><p>It's not hard to make a system that is actually somewhat more simulationist. Like I said, even something as simple as adding armor as DR plus a wounds/vitality system goes a long way.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8614004, member: 22779"] The system only generates information about the system itself. It's entirely self-referential. You cannot look at the information generated and use it in any way, other than within the system itself. Initiative has no actual narrative meaning unless you think that everyone just stands around with this sort of weird stop start action. It's a game artifact. Conditions are kind of information, but, are generally only information inside the system. After all, how do I knock a snake prone? Prone is a condition. What, exactly, is radiant damage? Why does electrical damage not cause burns? So on and so forth. Again, and I keep coming back to this, it's not a difference of vague information vs large amounts of information. It's a difference between small amounts of information and none at all. The 5e combat system doesn't generate any information that isn't self-referential. Even things like "being closer to death" doesn't have any actual meaning. What does "being closer to death" look like? Feel like? How do you narrate that I am now 10% closer to potentially dying. Note, that even being knocked down doesn't mean that I'm dying. I might, true, but, I also might stand up next round with 1 HP without any outside intervention. IOW, any narration you make can be immediately contradicted. It's not hard to make a system that is actually somewhat more simulationist. Like I said, even something as simple as adding armor as DR plus a wounds/vitality system goes a long way. [/QUOTE]
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D&D isn't a simulation game, so what is???
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