Game Mechanics & Lore

Same with Star Wars: WEGS D6, Edge of Empire and most of the systems attempting to emulate the movie series fall short IMO, especially with how combat works. In the films, most people don't survive direct hits from blasters or lightsabers, but most of the SW rpgs are much more forgiving - a bug IMO.
That is interesting. I have never played a Star Wars RPG, but I often have felt (playing things like Gamma World and Starfinder) that sci-fi seems more difficult to attach a rule-base to than fantasy. I don't know why, and I don't know if it is true, but it is just something that sits in my gut. It might also be that I have spent a lot more time thinking about fantasy mechanics as opposed to sci-fi mechanics.
 

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Every table is different. When the 2E PHB came out in 1989 we eagerly adopted it with no hesitation. I was already chafing at what I saw as limitations in the 1E rules and the only disappointment I felt about 2E was that it did not go farther: ditch the weird AD&D ability score tables and use the nice smooth bell curves from B/X, beef up crossbows and slings, ditch demi-human class and level limits altogether in favor of XP penalties to slow advancement, etc.
Keep in mind here I was referring to the 2nd edition of Legend of the Five Rings and not AD&D. While I played some 1st edition AD&D, 2nd edition was the one I bought my own books for and played the most.

Your example of a high level D&D character deliberately jumping off a cliff because they have no fear of falling damage is IIRC the very hypothetical that set off an epic series of arguments in the Forum column of Dragon magazine. The 1980’s RPG scene had a preoccupation with realism, perhaps a holdover from the wargaming days. Falling damage in particular was the kind of topic that would have people cracking open their college physics textbooks in order to bolster their arguments.
If I had a preoccupation with realism I would complain about dragons, magic, and that stupid double bladed sword WotC felt the need to introduce in third edition because of Darth Maul. Part of the problem here is that such behavior breaks immersion. When running Deadlands, a fist fight broke out between some of the PCs and a third player decided to throw a grenade at them. The player's reasoning was the grenade was unlikely to kill any of the PCs so it wasn't a big deal. It's kind of like when I hear players, "Go ahead and cast fireball, I'll be fine." It just takes me out of the narrative.
 


The thing about "gritty low-fantasy" settings with visceral, brutal combat that I think a lot of people gloss over is the copious amounts of plot armor the main characters have to have to survive their stories. Conan is superhuman in his ability to absorb punishment, and that's a trait shared with most of his contemporaries, along with crazy amounts of luck. So the question is begged "do people want to replicate Conan's adventures" or "the adventures of people who aren't main characters in Conan's world"? Because one will feel a lot more like D&D, and the other more like Runequest or Rolemaster.
My own preference leans much more towards the latter, but a lot of players want the former IME.
 


My own preference leans much more towards the latter, but a lot of players want the former IME.
It's perfectly fine to have preferences. In another thread about the level band of most adventures, someone (sorry I can't recall who at the moment) defined several categories of D&D gamers. One subset vastly prefers the levels 1-3 play loop, with low hit points, easy death, characters having to be super cautious, and things like falls, thirst, starvation, and getting lost can mean the difference between life and death. And that the people who like that sort of play will impose all sorts of rules on the game to preserve that game loop- slowed leveling, caps on hit points, easier death, eliminating spells and magic items that threaten to obsolete environmental challenges.

Other groups prefer the levels 4-9 band, and will often start at level 3 to get right to the game with characters who feel somewhat experienced, and can quickly tangle with the wide variety of things the game offers, ogres, trolls, rust monsters, gelatinous cubes, cool spells and magic items, with the game centered around one main goal or arc, probably terminating with a battle with some iconic threat, maybe even a dragon.

Others like the higher level play, say 10-16, before the game is completely busted with the pinnacle of power, 9th level spells. You get the idea.

All of these game loops are possible in D&D, as wonky as it sounds, because the game's lore supports them all, without setting a preference. So somehow, the same game world features people fighting demigods and shaking the heavens as first time adventurers slowly creeping into a goblin cave. At least in theory.

In practice, the lore and the mechanics don't really line up at all. In the Forgotten Realms, many super high level NPC's have lived for centuries, and limit their activities in some kind of magical cold war, afraid of the mutually assured destruction that would be unleashed should they clash with their full might, preferring to engage in proxy battles with champions, both high and low level. But at the same time, the game is lousy with higher level NPC's, to the point that it sometimes feels like you can't throw a rock without hitting an Archmage.

The game's mechanics, however, are geared to rapid advancement, players being able to win against "unbeatable odds", low accumulation of magic items (at least, that one can use in a given moment), and, if the description of the game's tiers are to believed, the characters quickly becoming important movers and shakers in the world- and beyond. By the rules, a full archmage able to wield 9th level spells is only a CR 12, something that could be conceivably defeated by tier 2 or 3 characters. If one used the encounter building systems the game encourages, you could go from level 1 to someone who should be rightfully challenging Demon Princes in about 60 sessions. Even were we to assume 1 week of downtime between sessions, and most sessions taking 1-3 days, that's happening in under 2 years!

Think about that. Joe Buck Private can go off adventuring, with the odds of success in his favor, and become a legendary warlord in less than 2 years! Who would want to be a farmer or a town guard?

You could argue "well, the PC's are special, chosen ones, main characters", and that would be fine- but the game doesn't make that explicit, and there's a cadre of loud DM's who would deny any such notion. And yet, here we are.
 





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