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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: 8620407" data-attributes="member: 6785785"><p>Sure, that's happened. But as we all know, what else has happened is that people who have been shot in the head die instantly. This is something that is quite possible when a person gets shot in the head. I think we can all agree on that, right? That guns are deadly and it often only takes one bullet to kill someone?</p><p></p><p>So, if a game is attempting to simulate gunfights, the mechanics must allow for this possibility in some way. The system should also allow for flesh wounds and similar types of things that really happen, yes, but they must allow for the entire range of outcomes that can happen when a person is shot. A Level and Hit Point system renders the ability to portray a one-shot-kill almost nil. If simulation is a goal, then such a possibility should not be almost nil. </p><p></p><p>A simulation is going to allow for the one-shot-kill that is quite possible in a gunfight. Having levels and additional HP that make that impossible is pretty much the opposite of a simulation. Your HP as fuel gauge analogy doesn't really work because in a gunfight, someone who is incredibly skilled, a veteran of many battles, and otherwise ready to fight can take one step onto the battlefield and be killed instantly. In other words, a game system has to allow for all the fuel to be drained in one go if it's actually trying to simulate how gunfights work. </p><p></p><p>The lethality of a gunfight cannot be measured as a steadily consumed resource like gasoline.</p><p></p><p>Being high level protects a character from that in D&D. Being a veteran of many battles does not protect anyone from that in real life. </p><p></p><p>This is why D&D in general, and Hit Points specifically, are not simulative. They are game mechanics meant to facilitate fun play that's supposed to mimic adventure fiction. </p><p></p><p></p><p></p><p>"Ha ha nice try, but you'll have to shoot at me at least 10 more times in order to land a kill shot!!!"</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8620407, member: 6785785"] Sure, that's happened. But as we all know, what else has happened is that people who have been shot in the head die instantly. This is something that is quite possible when a person gets shot in the head. I think we can all agree on that, right? That guns are deadly and it often only takes one bullet to kill someone? So, if a game is attempting to simulate gunfights, the mechanics must allow for this possibility in some way. The system should also allow for flesh wounds and similar types of things that really happen, yes, but they must allow for the entire range of outcomes that can happen when a person is shot. A Level and Hit Point system renders the ability to portray a one-shot-kill almost nil. If simulation is a goal, then such a possibility should not be almost nil. A simulation is going to allow for the one-shot-kill that is quite possible in a gunfight. Having levels and additional HP that make that impossible is pretty much the opposite of a simulation. Your HP as fuel gauge analogy doesn't really work because in a gunfight, someone who is incredibly skilled, a veteran of many battles, and otherwise ready to fight can take one step onto the battlefield and be killed instantly. In other words, a game system has to allow for all the fuel to be drained in one go if it's actually trying to simulate how gunfights work. The lethality of a gunfight cannot be measured as a steadily consumed resource like gasoline. Being high level protects a character from that in D&D. Being a veteran of many battles does not protect anyone from that in real life. This is why D&D in general, and Hit Points specifically, are not simulative. They are game mechanics meant to facilitate fun play that's supposed to mimic adventure fiction. "Ha ha nice try, but you'll have to shoot at me at least 10 more times in order to land a kill shot!!!" [/QUOTE]
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