Ainamacar,
Before evaluating the substantive benefit of your post, I will say it is well mannered and raises some talking points without the resorting to histrionics.
Why thank you. I hope the same is true below, although the content is a bit more pointed.
Your tact here, is not uncommon but it is a curiousity to me whenever I see this approach. I find it rather puzzling that when gamers are confronted with something that does not make sense, they invariably come up with some way to try and explain/rationalize it in a manner that requires the invention of various realities or assumptions. Why go there? Wouldn't it be more productive to acknowlege that based on the RAW, X rule is internally inconsistent?
(I will respond to your charge that the rules do not make sense in a moment.)
It needn't be a universal response, but it does have benefits. When the game's rules coexist peacefully with some simple interpretation of actual outcomes, events, and states within the game world it can aid description, immersion, and even the broader narrative. The world operates on its own rules, rules to which even the DM is usually bound, even if only voluntarily. Sometimes it lets you arrive at unusual and unexpected events in the game in a way which can enhance play. That is, emergent events. This is not true of all players or playstyles. Or more to the point, it is true to greatly varying degrees. For those of whom it is true to a great degree, seeking consistency even when it is difficult can be part of the enjoyment, much like figuring out a complicated mystery. One needn't be bound to this response, either. For example, in my opinion the D&D economy is pretty much always a disaster if treated as a simulation of an actual setting's economy. The wide variety of ways to treat how it relates to the setting, from "it applies only to PCs" to "it is strictly a tool for running the game" to "magic shops everywhere" to "OK, let's pretend this is how things actually work" leads to all sorts of different results. I would never choose the last option in a campaign but would feel free to embrace other aspects of the rules as more reflective of the actual setting. That doesn't necessarily mean my setting is more or less productive than yours, it means it is different. It certainly doesn't mean that if I treat the economy as a conceit that I necessarily contradict myself if I treat initiative as having a closer relationship to the reality of the game world.
I get the sense people feel benefited by tricking themselves that an otherwise illogical or inconsistent rule has some basis in reality in one instance and then in another, comforting themselves by acknowledging the rule system isn't based on reality. I guess I'm confounded by the cognative dissonance that seems to weave itself in and out of these discussions.
I think you are operating under an unacknowledged premise which makes the rules seemingly illogical or inconsistent. However, in the examples you've given earlier in the thread, it seems to me that the rules are illogical or inconsistent not with themselves, but with your premise about the game. (I'll be restating this point frequently, so forgive me beforehand if you like horses...) In my opinion, you have done exactly what you said I did, by treating the game rules as having "some basis in reality" and then evaluating the rules in light of them.
In fact, if we treat the rules as having a basis in reality at
any point (e.g. stronger characters can lift more), while simultaneously holding that they are an abstraction, there must be some conceptual relationship between the reality we want and the abstraction we're using. I don't think that's bad, I think it's necessary, even if we differ on the where/how/why and extent of abstraction. And we can still consider the rules as their own thing, to see if the rules without any additional assumptions are self-consistent.
Game rules are illogical or inconsistent if accepting them necessarily leads to a contradiction. (If by inconsistent you simply mean "has exceptions" then I agree that limiting exceptions is of value, but in that case your entire post seems like a drastic overreaction. Exceptions to rules aren't necessarily illogical.) Here is a made-up example for some RPG:
"A creature is dead when it has 0 hit points or fewer."
"The 'alive' condition and the 'dead' condition are mutually exclusive."
"Any creature touching the 'Sword of Life' is alive."
A creature is touching the Sword of Life and has -3 hit points. Is this creature alive or dead?
That is an inconsistent, illogical, self-contradictory rule set. I have assumed nothing else about the rules, setting, or their relationship, except perhaps a trivial definition of "creature". (That fixing these rules is easy is independent of the point, as is its apparent lack of undead, constructs, whatever. Apparently such things do not exist in this hypothetical game. Or the rules are incomplete, which is a wholly different topic.)
Let me quote various parts your original post at some length. I will attempt not to take anything out of context.
The idea that someone that is quicker than any other human on the planet can watch a person who s/he is totally aware of...move 30ft and hit him with a bat before he can take any action to avoid being hit is wholly absurd.
This assumes a relationship between Dex and quickness that isn't specified by the rules. (BTW, if such a situation occurs I agree it is absurd, but I freely admit my premises.)
Especially when that same person could wield a shield to block an attack in that same situation.
This assumes a mechanism or realism by which the shield blocks things which the rules do not require. (Personally, I think the rule makes sense at the level of D&D's abstraction, something like stationary cover. Would it be more realistic if reduced from its normal value? Probably. But that's just the point, the consideration here is not about the rules but about how the rules interact with the reality of the setting.)
So how does it make sense that a person with a 20 Dex is just as easy to hit as a person with a 10 Dex? It doesn't.
The premise is that having 20 Dex
always makes one easier to hit. This isn't found in the rules, and in fact is contrary to the rules.
The idea that D&D wanted a score of 10 to be neither help nor hindrance in face to face fighting doesn't change the fact that your always more able to dodge an attack the higher your Dex bonus is. To suddenly depart from this for unseen attacks above a Dex of 10 is illogical and arbitrary.
Again, you assume the rules are illogical because they don't match what you think Dex should be like. The rules are completely self-consistent on this point: They set up a rule, and then specify an exception.
As written...the FF rule is poorly conceived...not because of what it suggests...but becauses of HOW it is presented and implemented.
I think you are referring to what it would suggest with respect to the "reality" of the game world, although I may be mistaken. If so, however, you are implicitly assuming that the reader of the rules has some set of premises about how the rules and the setting interact. Once again, therefore, any contradiction is not necessarily due to the rules themselves.
It compounds this problem by using this completey broken "no dex bonus" mechanic which abitrary favors people with a 10-11 Dex over all others and the better your Dex...the more you get punished by the rule?!!?
My illustration in the first post is about specifically this point. You think of the rule as odd because a person with higher Dex loses more. I think of it as consistent because the person with higher Dex still does at least as well as the person with 10. (An extended argument about why I think the latter is preferable goes beyond the scope of this post.) Would you complain that the person with 18 Dex loses more when asleep? If not, why not? And could you justify it without recourse to an idea about how such things should work in the reality of the setting?
Most high Dex classes don't wear armor and a such, the FF rule is a ridiculous to the extent it makes a 20 dex character equal to a 10 dex character when neither is immobilized.
And here's the rub. I read this as you being OK with rules regarding immobilized/asleep/etc... but that a different case where 10+ is mapped to 10 while 9 or less remains the same is bothersome. Why? Yes, they're different rules, with Dex behaving differently. No, it doesn't follow that the former is logical and the latter is automatically illogical.
The rules for Dexterity bonuses are, so far as I can tell, perfectly self-consistent. Accepting them as written does not introduce contradictions in their application. Your assertions that these rules are illogical or self-contradictory is only true with respect to the rules and your unspoken premises. I'm even fine with your adjustments, and think they have merit. If I were to design 3.5 again, I probably would change how things work. This doesn't mean I can't discover an internal coherence to the rules, whether intended or not.
In any event, I'll just ask you, rather than assume, is there anything in the RAW that supports your rationale on the below/above 10 inconsistency? Are you a kinesiologist or physical therapist or an expert in any field that leads you to such an explanation? Is there some real world example where above average dex people walk around in some latent state? And more importantly, do you really think your explanation is the one used by the game designers? Do you think the designers relied on any real life explanation for the below/above 10 inconsistency?
Not a thing in RAW supports my rationale, although in my opinion it is superficially consistent with RAW. I am neither a kinesiologist nor able to provide an expert opinion on whether that rule accurately models reality. (Nor are the D&D designers, I'd wager, and I highly doubt they used my rationale. I also think this is unimportant.) As for a real-world example, I think even highly dextrous individuals will generally perform lengthy and thorough stretching and other warmups to achieve their athletic peak. Though quite capable without doing so, they are also at increased risk of injury without such preparations. The average Joe might perform in his average way without preparation. Everyone would probably benefit from stretching, but is it plausible that the higher Dex people get greater benefit from doing so? If so, then without stretching they will be performing below their nominal ability. And if a flat-footed character in fact hasn't had time to make any significant movement then they'll be no better off than someone just walking around.
Regardless, it is all beside the point. The below/above 10 is inconsistent with your own premises about how such things work, but do you think you should examine the peer-reviewed literature to justify your views?
So no, you don't actually subscribe to this theory...but you think it's somehow productive to try and invent a theory?
I didn't say whether or not I subscribed to that particular idea, I was suggesting it was possible. There isn't one right way to imagine how the rules interact with the setting, although there may be wrong ways. If even one sufficient explanation exists, than a rule isn't necessarily ridiculous. I'm advocating the idea that sometimes a rule which seems ridiculous is waiting for the perspective in which it all makes sense. This requires that one is willing to examine alternate perspectives. The classic argument about what hit points represent is just such a discussion, and for some players realizing that hit point loss can be something besides "every hit is an axe buried in the flesh" is an incredibly freeing idea!
I don't think anyone here has said the b/a 10 rules was "wrong." The question is whether it improves the game given that it is internally inconsistent. I think you're also blending the concepts of discontinuity with internally consistency. The two are separate concepts and not mutually exclusive. I would argue that leveling up in D&D is a discontinous event...but it is implemented in an internally consistent method.
My question with b/a 10 is why is it implemented in this fashion? This is a question of my trying to understand how to view the rules before I endeaver to change them.
I think you're moving the goalposts of the argument a bit here, given that you said the b/a 10 rules were illogical and should be changed. If that isn't what you mean by "wrong", what the heck is? And as before, I believe your assertion that the rules are internally inconsistent rests not on the rules themselves, but on your unstated premise of how Dexterity should work. If my justification for the b/a 10 rules were satisfying to someone, why must they be compelled to think that rule is poor? Perhaps an alternate perspective would lead to superior rules, and I have no objection to that search.
As for why the rules exist as they do, that is an independently interesting question, and it can certainly give guidance on how to view the system. However, if the designers didn't have a compelling why, that doesn't mean such a why doesn't exist. And if they did have a compelling why, we aren't required to adopt it, although in most cases it would probably be a good idea.
Finally, I did not confuse discontinuity with internal consistency, although I did fail to specify what specifically I was referring to. In this case, it was your statement that "There is a straight line improvement in armor class from a Dex of 3 up until infinity. The idea that D&D wanted a score of 10 to be neither help nor hindrance in face to face fighting doesn't change the fact that your always more able to dodge an attack the higher your Dex bonus is." I took that to mean you found the change in behavior at 10 to be objectionable even though Dex itself usually leads to linear improvements. My intent was to point out that the linear progression in Dex does not require things affected by Dex to change linearly, and that even we considered Dexterity to change continuously, points where things it affects change discontinuously are indeed possible and common. In short, the change in behavior at 10 isn't necessarily illogical.
I'll offer another approach. Why not acknowledge that no game is 100% perfect and decide whether this is an instance where the designers may have let one slip through the cracks? Why not ask:
1) Was this inconsistency intended?
2) What does it facilitate?
3) Is the game improved by tweaking it?
I would propose that this is more construcve/productive than embarking on some intrepretation of reality to explain away something...when we all agree that RPG's are one large abastraction to begin with. I don't think we are served by tricking ourselves into thinking that something makes sense when it doesn't. I think that as individuals we are much better off learning to recognize inconsitent logic for what it is ,rather than fooling ourselves into ignoring it. There is no reason for us to be emotionally attached to the rules having to make sense. It's a game.
Those are fine guidelines, and indeed I am an inveterate rules tinkerer. And I attempt to invent flavor/justifications to match rules. And I gloss over conceits when I can't find decent alternatives. None of these approaches is necessarily more productive, and in my opinion there is often feedback between them. (I design a mechanic without any flavor, then figure out a post hoc justification. It fits OK, but I can tweak the mechanic a little bit to fit even better, and so on.) This has nothing to do with emotional attachments to rules or fooling myself about them. To me, perfect (or "best-adapted") rules in a game marry game mechanics to the reality of the setting in a coherent fashion. That means there are a lot of knobs I can turn to achieve this nirvana: Change the mechanics, change the setting, or change how I interpret their interaction. Why should that last option be invalid? This is the "There is no spoon" of game design: sometimes it is not the rules which bend, it is only myself.
So with respect (and admiration for some of your suggested changes), the inconsistent logic is yours: by pervasively assuming a view of the rules with which the rules are inconsistent, and then concluding that the rules themselves are inconsistent, you have begged the question.
Happy gaming.