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Genders - What's the difference?
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<blockquote data-quote="Celebrim" data-source="post: 5550173" data-attributes="member: 4937"><p>[ame="http://www.youtube.com/watch?v=xo56swo_FFc"]World Record High Jump[/ame]</p><p></p><p>Because there isn't a lot of evidence for Europeans not being able to jump. For most of history, they dominated high jumping events. </p><p></p><p>There is much better evidence for 'white people' not being as fast over sprint distances than people of African descent, but even then its an open question of whether that is due to inclination rather than nature (there is pretty good evidence that atheletics are more attractive as a career to people who have some reason to be or feel desparate). Further complicating the problem is that it isn't pure Africans that dominate the sprint distances, but a narrow slice of slave descended/Anglo descended sprinters with about 10-30% European genes that extends over a geographic area from Jamaica across the Caribean to the Mississippi river valley (and the descendents of those people who've immigrated to other regions). </p><p></p><p>Further complicating the problem is that even if the difference is measurable, in the case of both jump and run speed, the difference is so small (3 centimeters or less probably related to sprint speed, a few hundredths of seconds over 100 meters) that it wouldn't even equate to a -1 penalty in game terms. In the case of doing fine scale modifiers like that to races/genders/born under astrological sign, I've done things like 25% chance of a -1 penalty to jump.</p><p></p><p></p><p></p><p>The relationship between mass and strength isn't linear with mass, but with cross sectional area, and can be effected in the real world by all sorts of factors like proportional bone mass (see chimpanzee, for example).</p><p></p><p>That said, the grapple bonuses of large animals are such that its very difficult for an average human to avoid being locked down by any sort of grapple attack, and if you implement throwing as a combat manuever (as I have) or even if you just apply size modifiers to overrun and bullrush, then yeah, a big creature can really toss around a small one. </p><p></p><p></p><p></p><p>Potentially, yes, in my game it does. All falls are treated as critical hits for the purposes of generating massive trauma saves, and so in some cases falling will break bones and do other traumatic injuries and not 'just' hit point damage.</p><p></p><p></p><p></p><p>No, I don't see where you are going with this. All games must pick and choose which realities that they want to track and to what degree that they want to track them. One particular difference between most of your examples and the case of tracking gender differences is that gender differences usually work themselves out as a character creation complexity issue rather than a game resolution complexity issue. Character creation complexities are usually a 'one time cost' and so tracking them in great complexity can be a valid decision for a designer that wants to meet certain genera conventions well. In the case of your genera convention being 'reality', that might include tracking gender.</p><p></p><p>Or it might not, depending on what you want to capture.</p><p></p><p>The even bigger problem with your post is that what is realistic (and therefore what is selectively realistic) is a matter of opinion, as your racial (racist) sterotyping indicates. The more usual problem is that we can't agree over what realism is, not over whether we are being selective about it.</p><p></p><p>In full disclosure, my game doesn't automatically track gender because in fantasy conventions there is usually no physical difference between women and men (even though this is admittedly pure fantasy). However, there is an option to take traits 'Fairer Sex' which radically alters your races standard attribute modifiers, or 'Second Class Citizen' which gives you social penalties reflective of the broader mysogyny that is often present in ancient inspired cultures. (I suppose you could jokingly argue that the 'Meathead' trait is the male equivalent of these.) </p><p></p><p>Thus, if the player wants to have a character whose gender is strongly reflected on his or character sheet, he or she may have it, but the game system doesn't forcibly impose that on you. I should note however that I very frequently impose those traits on my NPC's.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5550173, member: 4937"] [ame="http://www.youtube.com/watch?v=xo56swo_FFc"]World Record High Jump[/ame] Because there isn't a lot of evidence for Europeans not being able to jump. For most of history, they dominated high jumping events. There is much better evidence for 'white people' not being as fast over sprint distances than people of African descent, but even then its an open question of whether that is due to inclination rather than nature (there is pretty good evidence that atheletics are more attractive as a career to people who have some reason to be or feel desparate). Further complicating the problem is that it isn't pure Africans that dominate the sprint distances, but a narrow slice of slave descended/Anglo descended sprinters with about 10-30% European genes that extends over a geographic area from Jamaica across the Caribean to the Mississippi river valley (and the descendents of those people who've immigrated to other regions). Further complicating the problem is that even if the difference is measurable, in the case of both jump and run speed, the difference is so small (3 centimeters or less probably related to sprint speed, a few hundredths of seconds over 100 meters) that it wouldn't even equate to a -1 penalty in game terms. In the case of doing fine scale modifiers like that to races/genders/born under astrological sign, I've done things like 25% chance of a -1 penalty to jump. The relationship between mass and strength isn't linear with mass, but with cross sectional area, and can be effected in the real world by all sorts of factors like proportional bone mass (see chimpanzee, for example). That said, the grapple bonuses of large animals are such that its very difficult for an average human to avoid being locked down by any sort of grapple attack, and if you implement throwing as a combat manuever (as I have) or even if you just apply size modifiers to overrun and bullrush, then yeah, a big creature can really toss around a small one. Potentially, yes, in my game it does. All falls are treated as critical hits for the purposes of generating massive trauma saves, and so in some cases falling will break bones and do other traumatic injuries and not 'just' hit point damage. No, I don't see where you are going with this. All games must pick and choose which realities that they want to track and to what degree that they want to track them. One particular difference between most of your examples and the case of tracking gender differences is that gender differences usually work themselves out as a character creation complexity issue rather than a game resolution complexity issue. Character creation complexities are usually a 'one time cost' and so tracking them in great complexity can be a valid decision for a designer that wants to meet certain genera conventions well. In the case of your genera convention being 'reality', that might include tracking gender. Or it might not, depending on what you want to capture. The even bigger problem with your post is that what is realistic (and therefore what is selectively realistic) is a matter of opinion, as your racial (racist) sterotyping indicates. The more usual problem is that we can't agree over what realism is, not over whether we are being selective about it. In full disclosure, my game doesn't automatically track gender because in fantasy conventions there is usually no physical difference between women and men (even though this is admittedly pure fantasy). However, there is an option to take traits 'Fairer Sex' which radically alters your races standard attribute modifiers, or 'Second Class Citizen' which gives you social penalties reflective of the broader mysogyny that is often present in ancient inspired cultures. (I suppose you could jokingly argue that the 'Meathead' trait is the male equivalent of these.) Thus, if the player wants to have a character whose gender is strongly reflected on his or character sheet, he or she may have it, but the game system doesn't forcibly impose that on you. I should note however that I very frequently impose those traits on my NPC's. [/QUOTE]
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