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*Pathfinder & Starfinder
Game rules are not the physics of the game world
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4034638" data-attributes="member: 55033"><p>With exception of magic, the game world operates under similar mechanics that our real world does. Meaning, someone can take a terrible spill off the back of a horse and become paralyzed (modified falling rules), a Bishop can be killed by a whore (coupe de grace), a man can die from falling off of a cliff (modified falling rules), a person can accidently trip and fall onto his sword (critical fumble), a soldier can lose a leg or arm (maimed at 0 HP or massive damage), a blacksmith can lose his hearing (old age rules for ability scores) and a wound can fester and kill a man if left untreated (modified healing rules). All men are accountable, including player characters; lack of oversight is no excuse for being run over by a wild horse in the streets if the player elects not to react to his surroundings. </p><p></p><p>It took just a slight bit of tweaking for wounds and death to work in my D&D game. The Skill mechanics and DCs I use suppliment realism (as far as realism can be brough to the table). I plan to carry these things over to my 4th edition game as well. The players like the crunch, and I feel that it firmly supports the fluff. Minutia, such as inventory management, foodstuffs and water, all of which give specific mechanical boons in-game (such as nourishment to delay exhaustion and water used during combat to quickly "refresh" a moderate amount of HP), encourage my players to do it - if not to have their characters live, but because these small things define what the character's capabilities are. I've never found a moment where my players have felt "weighed down" by this sort of micromanagement of equipment or accountability of themselves as they live and breath in a low fantasy world.</p><p></p><p>For instance:</p><p></p><p><strong>Swig of Water (Swift/At-Will *combat only) </strong> restores 2d4HP</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4034638, member: 55033"] With exception of magic, the game world operates under similar mechanics that our real world does. Meaning, someone can take a terrible spill off the back of a horse and become paralyzed (modified falling rules), a Bishop can be killed by a whore (coupe de grace), a man can die from falling off of a cliff (modified falling rules), a person can accidently trip and fall onto his sword (critical fumble), a soldier can lose a leg or arm (maimed at 0 HP or massive damage), a blacksmith can lose his hearing (old age rules for ability scores) and a wound can fester and kill a man if left untreated (modified healing rules). All men are accountable, including player characters; lack of oversight is no excuse for being run over by a wild horse in the streets if the player elects not to react to his surroundings. It took just a slight bit of tweaking for wounds and death to work in my D&D game. The Skill mechanics and DCs I use suppliment realism (as far as realism can be brough to the table). I plan to carry these things over to my 4th edition game as well. The players like the crunch, and I feel that it firmly supports the fluff. Minutia, such as inventory management, foodstuffs and water, all of which give specific mechanical boons in-game (such as nourishment to delay exhaustion and water used during combat to quickly "refresh" a moderate amount of HP), encourage my players to do it - if not to have their characters live, but because these small things define what the character's capabilities are. I've never found a moment where my players have felt "weighed down" by this sort of micromanagement of equipment or accountability of themselves as they live and breath in a low fantasy world. For instance: [B]Swig of Water (Swift/At-Will *combat only) [/B] restores 2d4HP [/QUOTE]
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