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Fighter Weapon Choice
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<blockquote data-quote="Mishihari Lord" data-source="post: 6629281" data-attributes="member: 128"><p>I saw the laugh points and thought that yeah, this is pretty funny, but your follow-on posts indicate that you're actually serious, so I'm going to respond to this as a serious post.</p><p></p><p>I absolutely reject the idea that the rules are the physics of the setting, of which the PCs are aware. I much prefer the approach where genre, real world, or fictional conventions form the physics of the setting that the PCs are aware of, and the rules are considered to be admittedly-imperfect models for that physics. Going with the rules=physics approach means that odd things come up, like rapiers being always superior to short swords, or PCs jumping off 100 ft cliffs to save time because they know it can't really hurt them. These conflict with expected behavior based on genre, real world, or fictional conventions in a way that I find very jarring. I want to be immersed in the fiction, not the rules, and rules=physics makes this very difficult. I also want to make my choices based on setting information rather than rules information. Frex, if I recall correctly, rapiers only became widespread once guns had made armor obsolete because they're not very effective against armor, so I wouldn't want to pick a rapier for my character if I expect to be facing armor, no matter what the rules say.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6629281, member: 128"] I saw the laugh points and thought that yeah, this is pretty funny, but your follow-on posts indicate that you're actually serious, so I'm going to respond to this as a serious post. I absolutely reject the idea that the rules are the physics of the setting, of which the PCs are aware. I much prefer the approach where genre, real world, or fictional conventions form the physics of the setting that the PCs are aware of, and the rules are considered to be admittedly-imperfect models for that physics. Going with the rules=physics approach means that odd things come up, like rapiers being always superior to short swords, or PCs jumping off 100 ft cliffs to save time because they know it can't really hurt them. These conflict with expected behavior based on genre, real world, or fictional conventions in a way that I find very jarring. I want to be immersed in the fiction, not the rules, and rules=physics makes this very difficult. I also want to make my choices based on setting information rather than rules information. Frex, if I recall correctly, rapiers only became widespread once guns had made armor obsolete because they're not very effective against armor, so I wouldn't want to pick a rapier for my character if I expect to be facing armor, no matter what the rules say. [/QUOTE]
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