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*Dungeons & Dragons
D&D isn't a simulation game, so what is???
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<blockquote data-quote="Oofta" data-source="post: 8618491" data-attributes="member: 6801845"><p>I focused on HP and fuel for a reason. My understanding is that HP is a primary example of why D&D is not a simulation.</p><p></p><p>But let's take ... the Forza Horizon games*. FH has the option to make all damage cosmetic. You still run into other things, but there's no long term impact. Otherwise the cars drive more or less like real cars since the company also writes more more serious sims and uses most of the same code underneath it all. Is the FH game a simulation if you leave damage tracking on but suddenly no longer a sim if you make the damage cosmetic?</p><p></p><p></p><p></p><p>I get the idea that no generic term will ever satisfy you which is why this is frustrating. I'm trying to be respectful but the term I used has nothing to do with what I was asking. </p><p></p><p></p><p></p><p>HP measures how many attacks that you can endure that aren't outright misses. Every game that simulates combat has to have some way of tracking at what point a person is no longer capable of fighting. But now what you're saying is that it's a matter of granularity - different games have different ways of measuring when a person is no longer capable of fighting. In addition, much like AC tracking weight of the fuel there may be some consequence to damage. </p><p></p><p>But that to me is just a scale thing and a judgement call. No game can implement a full body simulator, they all make compromises and it's just a matter of perceived accuracy. Maybe I'm missing the point.</p><p></p><p></p><p></p><p>I appreciate the response, but you didn't really address my question. My question was not about preference. It's what makes a specific element, fuel in a racing sim, HP or it's rough equivalent in games that have combat goes from being a simulation or not. I'm trying to be specific in a simple concept: one game tracks the weight of the fuel, one does not. For both, when the fuel runs out the car stops. For the former, the amount of fuel also has an impact of the dynamics of the car. This to me is a pretty straightforward analogy with HP and other methods of tracking when a person is no long able to fight. In D&D there's no penalty or consequence until you drop. In other games there are other side effects. Both are simulating the fact that if you take enough damage you can no longer fight. </p><p></p><p>*<em>It also has some more arcade elements to it like driving cross-country at 100 MPH, but on roads it's actually a reasonable approximation to driving a real car.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8618491, member: 6801845"] I focused on HP and fuel for a reason. My understanding is that HP is a primary example of why D&D is not a simulation. But let's take ... the Forza Horizon games*. FH has the option to make all damage cosmetic. You still run into other things, but there's no long term impact. Otherwise the cars drive more or less like real cars since the company also writes more more serious sims and uses most of the same code underneath it all. Is the FH game a simulation if you leave damage tracking on but suddenly no longer a sim if you make the damage cosmetic? I get the idea that no generic term will ever satisfy you which is why this is frustrating. I'm trying to be respectful but the term I used has nothing to do with what I was asking. HP measures how many attacks that you can endure that aren't outright misses. Every game that simulates combat has to have some way of tracking at what point a person is no longer capable of fighting. But now what you're saying is that it's a matter of granularity - different games have different ways of measuring when a person is no longer capable of fighting. In addition, much like AC tracking weight of the fuel there may be some consequence to damage. But that to me is just a scale thing and a judgement call. No game can implement a full body simulator, they all make compromises and it's just a matter of perceived accuracy. Maybe I'm missing the point. I appreciate the response, but you didn't really address my question. My question was not about preference. It's what makes a specific element, fuel in a racing sim, HP or it's rough equivalent in games that have combat goes from being a simulation or not. I'm trying to be specific in a simple concept: one game tracks the weight of the fuel, one does not. For both, when the fuel runs out the car stops. For the former, the amount of fuel also has an impact of the dynamics of the car. This to me is a pretty straightforward analogy with HP and other methods of tracking when a person is no long able to fight. In D&D there's no penalty or consequence until you drop. In other games there are other side effects. Both are simulating the fact that if you take enough damage you can no longer fight. *[I]It also has some more arcade elements to it like driving cross-country at 100 MPH, but on roads it's actually a reasonable approximation to driving a real car.[/I] [/QUOTE]
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D&D isn't a simulation game, so what is???
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