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<blockquote data-quote="AbdulAlhazred" data-source="post: 5888885" data-attributes="member: 82106"><p>Right, and of course if you don't like that sort of game where people can survive impossible odds on a regular basis at high level (or whatever) then systems with fate points and high level D&D will equally violate one's sense of verisimilitude. </p><p></p><p>Where I get lost is when some people are insisting on a setup where in SOME types of situations the player or the mechanics say you survive impossible things or do impossible things are OK, but others aren't. Surely in any system there WILL be limits, but it makes sense to have the limits apply pretty consistently across all types of threats to me. It becomes hard to reason about what you should and shouldn't try when being bitten or trying to hold back a giant is OK, but falling off a 100' cliff isn't. Maybe the later type of system is perfectly feasible, but IMHO you're going to have players constantly wondering which things they can and can't do. Their reasoning based on the real world won't help them much. Instead D&D gives you a level and basically says "well, your level roughly gives you a scale for how crazy you can get and still pull it off." IMHO 4e does a really nice job of that by making threat levels pretty consistent and tending to match up threats to the PCs level. For me that's a good system because the players can generally assume that if they're given a choice that that choice is feasible in the context of the challenges they will be facing. Of course there aren't any total guarantees, even in 4e. Still, IME it fosters a lot of "do crazy stuff" because the game isn't filled with gotchas. If the DM throws in something you can't handle then it is probably fairly singular and he should be able to say "you know you can't survive a fall like that" and the player knows it isn't an option.</p><p></p><p>I see a lot more of player's pulling out the stops and trying crazy stuff with 4e than with past editions. Not all choices are GOOD, but generally most of them are at least feasible options.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5888885, member: 82106"] Right, and of course if you don't like that sort of game where people can survive impossible odds on a regular basis at high level (or whatever) then systems with fate points and high level D&D will equally violate one's sense of verisimilitude. Where I get lost is when some people are insisting on a setup where in SOME types of situations the player or the mechanics say you survive impossible things or do impossible things are OK, but others aren't. Surely in any system there WILL be limits, but it makes sense to have the limits apply pretty consistently across all types of threats to me. It becomes hard to reason about what you should and shouldn't try when being bitten or trying to hold back a giant is OK, but falling off a 100' cliff isn't. Maybe the later type of system is perfectly feasible, but IMHO you're going to have players constantly wondering which things they can and can't do. Their reasoning based on the real world won't help them much. Instead D&D gives you a level and basically says "well, your level roughly gives you a scale for how crazy you can get and still pull it off." IMHO 4e does a really nice job of that by making threat levels pretty consistent and tending to match up threats to the PCs level. For me that's a good system because the players can generally assume that if they're given a choice that that choice is feasible in the context of the challenges they will be facing. Of course there aren't any total guarantees, even in 4e. Still, IME it fosters a lot of "do crazy stuff" because the game isn't filled with gotchas. If the DM throws in something you can't handle then it is probably fairly singular and he should be able to say "you know you can't survive a fall like that" and the player knows it isn't an option. I see a lot more of player's pulling out the stops and trying crazy stuff with 4e than with past editions. Not all choices are GOOD, but generally most of them are at least feasible options. [/QUOTE]
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