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D&D isn't a simulation game, so what is???
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<blockquote data-quote="hawkeyefan" data-source="post: 8618426" data-attributes="member: 6785785"><p>In Asseto Corsa, the attempt is to simulate what actually happens if a car slams into a wall or into another car. There is damage to the car, its performance is likely impacted, the car and others may crash or go off course, etc. (I've never played the game, so I am making some assumptions here based on other games which have a similar approach). </p><p></p><p>If the game was not attempting to simulate what actually happens, but was instead just concerned with a fun experience, then perhaps each car would have a damage threshold and any impact or crash would add points toward that threshold, and once exceeded, you lose and you're out of the race. That's not how cars work, so it's not really much a simulation. It's more representative than simulative. </p><p></p><p>The mistake you're making is in classifying Hit Points as "Durability". I know that Hit Points are often described as durability, and that even if we include other factors like luck and effort and the ability to dodge or render a significant blow into an insignificant one and so on, then durability is still a part of it. But they're not a simulation. There is no real world thing that is, as you put it, a measure of how long someone can survive attempts to kill them. </p><p></p><p>An attempt at simulation would attempt to actually model what happens when you hit someone with a sword. What would happen? First, we have to determine where the person was hit, because that will matter quite a bit. How hard were they hit? That's going to matter as it may make the difference between a slashed bicep and a broken or severed arm. What would happen as a result? How long would that last? </p><p></p><p>And so on. </p><p></p><p>Now, it's almost certainly true that no RPG system can be a completely accurate simulation. But some games make more of an attempt at simulation than others. And as far as Hit Points go as a bar for simulation, they serve as a pretty low bar. It really doesn't take a lot to achieve a higher amount of simulation for physical harm than Hit Points. </p><p></p><p>Now, you may shrug and say "well who cares" but clearly people do. For some people, they want as much simulation as possible. Others want at least a bare minimum amount of some kind. Others don't really care at all. It seems like you're in the last camp, and that's perfectly fine...it's the equivalent of preferring Mario Kart to Asseto Corsa.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8618426, member: 6785785"] In Asseto Corsa, the attempt is to simulate what actually happens if a car slams into a wall or into another car. There is damage to the car, its performance is likely impacted, the car and others may crash or go off course, etc. (I've never played the game, so I am making some assumptions here based on other games which have a similar approach). If the game was not attempting to simulate what actually happens, but was instead just concerned with a fun experience, then perhaps each car would have a damage threshold and any impact or crash would add points toward that threshold, and once exceeded, you lose and you're out of the race. That's not how cars work, so it's not really much a simulation. It's more representative than simulative. The mistake you're making is in classifying Hit Points as "Durability". I know that Hit Points are often described as durability, and that even if we include other factors like luck and effort and the ability to dodge or render a significant blow into an insignificant one and so on, then durability is still a part of it. But they're not a simulation. There is no real world thing that is, as you put it, a measure of how long someone can survive attempts to kill them. An attempt at simulation would attempt to actually model what happens when you hit someone with a sword. What would happen? First, we have to determine where the person was hit, because that will matter quite a bit. How hard were they hit? That's going to matter as it may make the difference between a slashed bicep and a broken or severed arm. What would happen as a result? How long would that last? And so on. Now, it's almost certainly true that no RPG system can be a completely accurate simulation. But some games make more of an attempt at simulation than others. And as far as Hit Points go as a bar for simulation, they serve as a pretty low bar. It really doesn't take a lot to achieve a higher amount of simulation for physical harm than Hit Points. Now, you may shrug and say "well who cares" but clearly people do. For some people, they want as much simulation as possible. Others want at least a bare minimum amount of some kind. Others don't really care at all. It seems like you're in the last camp, and that's perfectly fine...it's the equivalent of preferring Mario Kart to Asseto Corsa. [/QUOTE]
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