It sounds like you've understood me perfectly well. And your point about 3E also being the most gamist is weird. I don't think it's wrong, but it's just weird to think about. Early D&D seemed so gloriously gamist that it hurts my brain a little to think about how the far more simulationist 3E is possibly even more gamist than it ever could be.pemerton said:I also agree with you about D&D (if I've understood you right) - that 3E is the most simulationist/rules complete approach to D&D we've had (although, perhaps paradoxically, also the most gamist).
The rules = physics discussion is somewhat separate from this. That is, house rules are still rules (and often still written) and can be treated as in-game physics just like any other rule. However, I suspect that a lot of house rules get started because the game = physics thing doesn't work perfectly in the ruleset as published by WotC (but it works well enough that it seems like it should work the rest of the way), and so additional (or alternate) rules are created to bridge the gap.Hussar said:But, Lanefan, it doesn't matter if you or I agree with the rules. That's entirely besides the point. The point being made here is that a D&D world functions as a result of those rules. That the RAW defines the physics of the world. That you think the rule is stupid or bad is irrelevant.
I'm presenting how the RAW actually works. I'm not making anything up. This is what the RAW specifically states will happen. Full stop. That's why RAW doesn't function as the physics of the world because it would be utterly unbelievable if it did.
Of course, in this line of thinking, you are first deciding how you want to play (rules = physics?) and then altering the game rules to suit your preference. I'm not entirely sure that it works in that order.