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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Oofta" data-source="post: 8615142" data-attributes="member: 6801845"><p>If someone is shot and they die immediately after, we don't question what killed them. We assume the gunshot killed them. Same with the giant ant bite. Maybe your physical reactions a bit slower because of previous damage that meant the ant got a clean shot it wouldn't have had otherwise and so on. But in a game where you can take multiple hits, I'm not sure how you could get the level of detail you seem to want.</p><p></p><p>A good approximation in the real world would be boxing. Take the example of a boxing match that ends in a KO. Boxer A connects with a hook and boxer B goes down, out for the count. The way you seem to be defining it, we don't know why boxer B went unconscious. While <em>technically</em> true, we can ascertain with a 99.9% accuracy that it was that left hook. Same way with the ant bite - there was damage that preceded that final blow but we know the blow that took out the target. To say that we can know the ant bite or the left hook ended the fight for the target is really pushing technicalities. You could add more granularity to HP and break it up into different pools, but I don't see how that would be any more "realistic".</p><p></p><p></p><p>I have no problem with wanting a higher level of simulation or different systems. Different strokes and all. It just doesn't seem there's just a clear definition of what that means, and I disagree with the whole "we don't know that the ant bite caused the damage" thing.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8615142, member: 6801845"] If someone is shot and they die immediately after, we don't question what killed them. We assume the gunshot killed them. Same with the giant ant bite. Maybe your physical reactions a bit slower because of previous damage that meant the ant got a clean shot it wouldn't have had otherwise and so on. But in a game where you can take multiple hits, I'm not sure how you could get the level of detail you seem to want. A good approximation in the real world would be boxing. Take the example of a boxing match that ends in a KO. Boxer A connects with a hook and boxer B goes down, out for the count. The way you seem to be defining it, we don't know why boxer B went unconscious. While [I]technically[/I] true, we can ascertain with a 99.9% accuracy that it was that left hook. Same way with the ant bite - there was damage that preceded that final blow but we know the blow that took out the target. To say that we can know the ant bite or the left hook ended the fight for the target is really pushing technicalities. You could add more granularity to HP and break it up into different pools, but I don't see how that would be any more "realistic". I have no problem with wanting a higher level of simulation or different systems. Different strokes and all. It just doesn't seem there's just a clear definition of what that means, and I disagree with the whole "we don't know that the ant bite caused the damage" thing. [/QUOTE]
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D&D isn't a simulation game, so what is???
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