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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4443076" data-attributes="member: 710"><p>And very often they miss those attack, thanks to stuff like Artful Dodgers AC bonus vs OAs, or Mobility. Or just because you are that damn dextrous. (What do you think you get that Dex bonus to AC for? Standing still?) </p><p></p><p>I know, you don't like it, but there are many ways to achieve the same result. A Rogue that doesn't want to be hit thanks to his tumbling will have Tumble, be an Artful Dodger, and enjoy his Dex Bonus to AC. All 3 achieve the same in-game result - the enemy has a hard time hitting the Rogue.</p><p></p><p></p><p></p><p></p><p>Just because you met someone before doesn't mean you can negate all his combat tricks. The Villain in question might adapt differently- he will not rely on hitting you OAs (assuming he had a in-gameworld concept of it). He might instead catch you with a net or immobilize you with magic, knowing that this negates a lot of your abilities. </p><p></p><p></p><p>Sometimes it's not enough to trick the monster. You can't break the world record on 100m every time. </p><p></p><p></p><p>More so then counting the seconds (rounds) between recharges? Think about what's different here - 1d4+1 x 6 seconds is a very specific way to describe a "recharge" time. How do you calculate this into your role-playing or immersing yourself into the Dragon? Does he count these rounds in his head? Does he know beforehand that he will be able to breath in that time?</p><p></p><p></p><p>What if he is unable to do his job as controller or leader because he keeps rolling bad on his attacks? </p><p></p><p></p><p></p><p>But your DM wouldn't send you level 6 Skirmishers. They are not appropriate challenges for you. He would send you level 26 Minions. And you'd kill them easily. </p><p></p><p></p><p></p><p>I always hated those Starwars Games (basically every SW game before Saga) that made Jedi uber. </p><p></p><p></p><p>It is always all smokes and mirrors. There is neither real magic, nor do d20 resolution rolls, levels or hit points represent anything meaningful in the real world. Sure, we say there are "abstractions", but we can say that about every game element! </p><p>The "simulating" smokes of mirrors appeal to some, but they are still smokes and mirrors. And sometimes, they are also hoops you have to jump through to get to the point where you have fun or the actual game experience you want. </p><p>But I don't want to repeat myself: </p><p><a href="http://www.enworld.org/forum/showpost.php?p=4442798&postcount=48" target="_blank">http://www.enworld.org/forum/showpost.php?p=4442798&postcount=48</a></p><p></p><p>Ultimately, yes, I know what you are talking about. But I think there are also some serious flaws to the simulation approach, and if you focus on it too much, you lessen the game experience. </p><p></p><p>Especially once we are discussing about stuff like "suspension of disbelief". Is suspending my disbelief to let those smokes and mirrors work on me mentally harder for me to do then consistently going through all the tedious work of the simulation that bogs down game speed, that keeps me thinking about game math instead of story, or sometimes needs fudging to get to the real story I wanted to tell or experience?</p><p></p><p>Isn't it more sensible to just tighten (or loosen?) your 'disbelief suspenders' and go with the smokes and mirrors? </p><p>Or does that make me a lesser person, a lazy role-player, no longer true to the cause of RPGs? </p><p>I get meaningful character choices. I can tell and experience a story line. I kill monsters and take their stuff. I get exciting combat. What am I <em>really</em> missing with the smokes and mirrors? </p><p></p><p></p><p>I think that there is something wrong with such <strong>games</strong>. Imbalance means inherent unfairness, and I do not think that is a feature of games, it's a bug. I <em>might</em> accept imbalances if the game system tells me: "You can play a Fighter, which can be fun, but the Wizard will eventually be far more powerful than you". but that alone isn't really enough. It needs to give me more. Maybe if I, as the player, get more narrative control - maybe I am allowed to not only play a Fighter, but also two of his allies, or I can make up some NPCs that help the party, then it might get "fairer" in some sense. </p><p>But ultimiately, that's still just striving for balance, and it is a very unstable kind of balance...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4443076, member: 710"] And very often they miss those attack, thanks to stuff like Artful Dodgers AC bonus vs OAs, or Mobility. Or just because you are that damn dextrous. (What do you think you get that Dex bonus to AC for? Standing still?) I know, you don't like it, but there are many ways to achieve the same result. A Rogue that doesn't want to be hit thanks to his tumbling will have Tumble, be an Artful Dodger, and enjoy his Dex Bonus to AC. All 3 achieve the same in-game result - the enemy has a hard time hitting the Rogue. Just because you met someone before doesn't mean you can negate all his combat tricks. The Villain in question might adapt differently- he will not rely on hitting you OAs (assuming he had a in-gameworld concept of it). He might instead catch you with a net or immobilize you with magic, knowing that this negates a lot of your abilities. Sometimes it's not enough to trick the monster. You can't break the world record on 100m every time. More so then counting the seconds (rounds) between recharges? Think about what's different here - 1d4+1 x 6 seconds is a very specific way to describe a "recharge" time. How do you calculate this into your role-playing or immersing yourself into the Dragon? Does he count these rounds in his head? Does he know beforehand that he will be able to breath in that time? What if he is unable to do his job as controller or leader because he keeps rolling bad on his attacks? But your DM wouldn't send you level 6 Skirmishers. They are not appropriate challenges for you. He would send you level 26 Minions. And you'd kill them easily. I always hated those Starwars Games (basically every SW game before Saga) that made Jedi uber. It is always all smokes and mirrors. There is neither real magic, nor do d20 resolution rolls, levels or hit points represent anything meaningful in the real world. Sure, we say there are "abstractions", but we can say that about every game element! The "simulating" smokes of mirrors appeal to some, but they are still smokes and mirrors. And sometimes, they are also hoops you have to jump through to get to the point where you have fun or the actual game experience you want. But I don't want to repeat myself: [url]http://www.enworld.org/forum/showpost.php?p=4442798&postcount=48[/url] Ultimately, yes, I know what you are talking about. But I think there are also some serious flaws to the simulation approach, and if you focus on it too much, you lessen the game experience. Especially once we are discussing about stuff like "suspension of disbelief". Is suspending my disbelief to let those smokes and mirrors work on me mentally harder for me to do then consistently going through all the tedious work of the simulation that bogs down game speed, that keeps me thinking about game math instead of story, or sometimes needs fudging to get to the real story I wanted to tell or experience? Isn't it more sensible to just tighten (or loosen?) your 'disbelief suspenders' and go with the smokes and mirrors? Or does that make me a lesser person, a lazy role-player, no longer true to the cause of RPGs? I get meaningful character choices. I can tell and experience a story line. I kill monsters and take their stuff. I get exciting combat. What am I [i]really[/i] missing with the smokes and mirrors? I think that there is something wrong with such [b]games[/b]. Imbalance means inherent unfairness, and I do not think that is a feature of games, it's a bug. I [I]might[/I] accept imbalances if the game system tells me: "You can play a Fighter, which can be fun, but the Wizard will eventually be far more powerful than you". but that alone isn't really enough. It needs to give me more. Maybe if I, as the player, get more narrative control - maybe I am allowed to not only play a Fighter, but also two of his allies, or I can make up some NPCs that help the party, then it might get "fairer" in some sense. But ultimiately, that's still just striving for balance, and it is a very unstable kind of balance... [/QUOTE]
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