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Do NPCs in your game have PHB classes?
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<blockquote data-quote="Hussar" data-source="post: 6884019" data-attributes="member: 22779"><p>No, it really, really isn't.</p><p></p><p>I suggest you actually take the time to read older games - say the loads of games printed in the late 70's and early 80's before making this assertion. The rules in no way, shape or form actually reflect the natural laws of the game world. Whether you want to talk about purely gamist constructs like HP and XP or the task resolution systems of most RPG's, barring the ones on the really simulationist end the spectrum like Role Master or Gurps, the game rules do NOT reflect the natural laws of the game world.</p><p></p><p>Even in the early 80's you have games like the 007 RPG which grants limited authorial control to the players in the form of ((I forget the actual term from the game)) action points that players can spend to alter a scene. Going back to the late 70's early 80's, you have Dragonlance with it's "off camera death rule" and strongly linear plot lines. You can look at all sorts of 1e era modules which came up with all sorts of off the cuff rulings that had nothing to do with "natural laws" (although they may have had those trappings) and everything to do with gamism. </p><p></p><p>Exactly why do weapons lose two plusses when traveling to the outer planes? Could it be that it was a reflection of the 1e D&D ruleset having great difficulty dealing with high level characters and artificially increasing encounter difficulty by stripping away magic items and spells from the PC's? I think you think it might.</p><p></p><p>The notion that simulation is fundamental to role playing is such a poisonous concept. It has been the root cause of so much friction in the hobby. It is utterly baffling to me that anyone, having spent any amount of time in the hobby, could possibly try to claim this. It's tribalism at its worst. "Oh, you don't really play a real role playing game" is the clarion call of the edition warrior for decades now.</p><p></p><p>Is that really the hill you want to make your stand on?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6884019, member: 22779"] No, it really, really isn't. I suggest you actually take the time to read older games - say the loads of games printed in the late 70's and early 80's before making this assertion. The rules in no way, shape or form actually reflect the natural laws of the game world. Whether you want to talk about purely gamist constructs like HP and XP or the task resolution systems of most RPG's, barring the ones on the really simulationist end the spectrum like Role Master or Gurps, the game rules do NOT reflect the natural laws of the game world. Even in the early 80's you have games like the 007 RPG which grants limited authorial control to the players in the form of ((I forget the actual term from the game)) action points that players can spend to alter a scene. Going back to the late 70's early 80's, you have Dragonlance with it's "off camera death rule" and strongly linear plot lines. You can look at all sorts of 1e era modules which came up with all sorts of off the cuff rulings that had nothing to do with "natural laws" (although they may have had those trappings) and everything to do with gamism. Exactly why do weapons lose two plusses when traveling to the outer planes? Could it be that it was a reflection of the 1e D&D ruleset having great difficulty dealing with high level characters and artificially increasing encounter difficulty by stripping away magic items and spells from the PC's? I think you think it might. The notion that simulation is fundamental to role playing is such a poisonous concept. It has been the root cause of so much friction in the hobby. It is utterly baffling to me that anyone, having spent any amount of time in the hobby, could possibly try to claim this. It's tribalism at its worst. "Oh, you don't really play a real role playing game" is the clarion call of the edition warrior for decades now. Is that really the hill you want to make your stand on? [/QUOTE]
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