robertliguori
First Post
Dr. Strangemonkey said:What I don't understand is how the rules are the physics of the world rather than the physics of the player controlling the character in the world.
I've always thought of the rules as an interface system rather than an operating system.
Treating it otherwise always breaks verisimilitude for me because it inevitably leads to Red Mage from 8-bit theater.
Well, to continue the metaphor, players expect to belong to the same inheritance hierarchy as every other roughly humanoid creature. When it's obvious that other creatures are using neither constructor or logic but public setter functions to access their vital stats ("He has 50 hp, despite his level, Con mod, and feats. Because."), and that each individual creature is scratch-built and using their own functions rather than generic, properly debugged helper methods, verisimilitude isn't.
small pumpkin man said:A very good 3.x example is spawn propagation of certain incorporeal undead, (In fact this actually came up in a recent game) where a strict following of RAW allows a single Wraith to create a chain reaction and depopulate entire citys in minutes.
"The Rules aren't the Physics of the World" allows the DM to limit this, to say "this is how it works in combat, but for these reasons the obvious implications do not come about", but it doesn't really prevent it from being annoying and arguably sloppy.
Again, "The physics of the world are the rules of the game, modified and clarified in places" is different than "Rules aren't physics."
Also, I've found that such clarifications tend to produce worse results; they give any apocalyptic villain a simple goal to shoot for, with word-of-god confirmation that if the villain can overcome the limitation, the world go boom. At some point, you need to expose the physics of the world in order for your players to make meaningful choices, and given time, it is expected that the characters should have worked these laws of nature out.