How Does "The Rules Aren't Physics" Fix Anything?

robertliguori said:
All conflicts are resolved by metagame mechanics, then the physics of the universe is that there are no physics of the universe

Um...

My recent game of Prime Time Adventures only had metagame mechanics, and there were physics in that fictional universe.
 

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D'karr said:
And as has already been stated none of those options are even viable unless the DM allows them.

If Rules = Physics everything goes only the DM disallows it. If not then nothing works unless the DM allows it.

Or in other words, with rules=physics the players know, by knowing the rules what will work in the game and what not. If that is not the case then the players always have to guess how the DM will rule in the case and never can be sure how their powers work in the situation because the DM might "railroad" them elsewhere to preserve the story.
 

Banshee16 said:
Not at all.....

Maybe my players aren't playing wizards correctly, but fighters tend to butcher them. Generally the fighter saves against what the wizard throws at him, and then the fighter gets his 3 attacks in or whatever, and the wizard is toast.

I guess your wizards never learn Hold Person then?

Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Arcane Focus: A small, straight piece of iron.

Emphasis mine. Will negates. On a fighter? He's hosed. And that's just off the top of my head.

Don't target his Fort save - go for his weakness: Will.
 

robertliguori said:
What we have here is a persistent failure to communicate. At the point when the DM decides that you can fey step with another person as long as they're under your encumberance limit, we've got a rule. We've got a statement about how the physical universe works. We have, in fact, a game rule that is part of the physics of the world.
True or possibly false. It might just be that one character in particular has the power to take people with him while others don't. It might be that this particular power can take people with him but other teleports can't.

But, the idea is that not ALL rules are the physics of the world. And you shouldn't necessarily assume that since it works for you that it'll work for everyone. Some rules certainly might align themselves with the physics of the world. Others may not.

A rough example is: Say it is a DC 15 jump check to jump 15 feet according to the rules. It works that way every time the PCs try it. Jump checks are strength based and you roll a d20 plus your strength modifier. Which means any NPC with a strength of 14 should be able to make that roll 40% of the time.

Now, say you think 15 feet is an awfully far distance to jump and think that non-heroic types should never be able to jump that far unless they are special somehow. So, you make the physics of the world such that jumping 15 feet can only be done by NPCs you think could make it. Everyone else fails. Those you think can make it almost always succeed unless there is a reason for them to fail.

So, you have a set of rules that let you determine if the PCs can do something. And then you have a set of physics. One disagrees with the other, but it doesn't matter because the physics of the world don't apply to the PCs, the rules do instead.

They can base consistent decisions based on the rules and what is possible FOR them.

For instance, maybe not all Eladrin have the ability to teleport but PC Eladrin do. The physics of the world don't say "All Eladrin have this power", the rules of the game do.
robertliguori said:
Really, past a certain point it becomes tautological. All conflicts are resolved by metagame mechanics, then the physics of the universe is that there are no physics of the universe; a player can win a conflict causing the world to explode for no reason next round. Characters, of course, can be convinced otherwise; if the conflict-resolution follows certain patterns, characters may try to understand the world ("Hey, certain types of threats that aren't dramatic never seriously hurt me. I guess that spikiness and weight take a back seat to theatrics on determining how hazardous an event is!"), but ultimately, there is no paradigm to comprehend.
They never think that because they don't have that information. They don't know what is dramatic and what isn't. They don't know how hazardous something is by the game rules. If the player rolls a 1 on a Jump skill roll for a total of 5 on the roll and the DM says "You make it the 20 feet to the other side, just barely, you have to grab on to the ledge on the other side an pull yourself up. You breathe a sigh of relief as you were THAT close to falling to your death" your character isn't thinking "I'm glad that was dramatic and the DM wanted me to get to the other side so I succeeded. I wasn't worried because that's the way things ALWAYS work for me." He is instead thinking "I'm glad I didn't die, but I could have."

Thinking that they always seem to succeed anyways is what is called metagaming. Knowing that you are slightly above normal people and seems to succeed where an average peasant couldn't is normal for them however.
 

Derren said:
If Rules = Physics everything goes only the DM disallows it. If not then nothing works unless the DM allows it.
This isn't true. Rules=Physics creates upper and lower limits. It says "Walls above this difficulty cannot be climbed by you, you cannot fly, you take 10d6 damage for falling 100 feet, you can tumble past people if you are good enough". It both gives you options and gives you restrictions.

The other way around gives you options and restrictions as well. However, SOME of the restrictions are put in by the DM instead of the physics of the game world. Some of the options are put in by the DM instead of the physics of the game world as well.

As an example:
Physics=rules says the longer you fall the more damaging the fall. As you learn to fight better you can survive longer falls. Everyone who is a good fighter can jump off 100 ft tall cliffs and expect to survive. This is because the rules say that as you gain levels you gain hitpoints and the more hitpoints you have the higher falls you can survive.

Physics<>rules says that a 100 ft fall kills everyone. There are rumors that some people have luckily survived such a fall, but it would be rare indeed. The game rules say that PCs survive the fall every time at high levels, however. They actually break the laws of physics because they are the PCs. However, given that the laws of physics haven't changed, it doesn't mean that just because some NPC is good at fighting that he'll survive the fall.
Derren said:
Or in other words, with rules=physics the players know, by knowing the rules what will work in the game and what not. If that is not the case then the players always have to guess how the DM will rule in the case and never can be sure how their powers work in the situation because the DM might "railroad" them elsewhere to preserve the story.
There are still rules. If the DM follows the rules then the PCs know what to expect. They use rules to figure it out instead of physics.

Things that need to be codified still are. Your powers still tell you exactly how they work in the game. They just aren't the actual physics of the world.

You might have a power that says "Shift an ally 6 squares and they can make a basic attack." that you can use as a standard action. It doesn't necessarily mean that your ally suddenly went into super speed mode and was able to move double the speed he normally does. It could simply mean that during his last turn he moved very efficiently. You retroactively cause him to have moved a different direction and found an opportunity for an extra attack when an enemy was distracted.

The game effect is that your ally has taken 12 squares worth of movement and 2 standard actions during a round. The physics of the situation is different from the actual rules, mind you.
 

Derren said:
/snip




Don't you get fatigued when you don't sleep?
What you should do now is either make a rule that everyone has to start making Con checks after X hours of being awake or that really no one sleeps in the game world. What you should not do is to arbitrarily inform players that they are tired now because they have stayed awake for too long or have some people in the world sleep and some not.

/snip

Derren said:
At some point you must still decide how the rules interact with the physics of the game world and unless you do it by DM fiat (imo bad) then you need rules for that. And imo it is nearly always preferable to directly say that rules = physics instead having "conversion rules". But those are still preferable to DM fiat.

Do you see the inherent conflict in these two quotes. First, you say that if the rules don't cover a situation, you should make a rule, but, in the second quote, you say that making new rules (DM's Fiat) is bad.
 

Majoru Oakheart said:
True or possibly false. It might just be that one character in particular has the power to take people with him while others don't. It might be that this particular power can take people with him but other teleports can't.

But, the idea is that not ALL rules are the physics of the world. And you shouldn't necessarily assume that since it works for you that it'll work for everyone. Some rules certainly might align themselves with the physics of the world. Others may not.

A rough example is: Say it is a DC 15 jump check to jump 15 feet according to the rules. It works that way every time the PCs try it. Jump checks are strength based and you roll a d20 plus your strength modifier. Which means any NPC with a strength of 14 should be able to make that roll 40% of the time.

Now, say you think 15 feet is an awfully far distance to jump and think that non-heroic types should never be able to jump that far unless they are special somehow. So, you make the physics of the world such that jumping 15 feet can only be done by NPCs you think could make it. Everyone else fails. Those you think can make it almost always succeed unless there is a reason for them to fail.

So, you have a set of rules that let you determine if the PCs can do something. And then you have a set of physics. One disagrees with the other, but it doesn't matter because the physics of the world don't apply to the PCs, the rules do instead.

They can base consistent decisions based on the rules and what is possible FOR them.

For instance, maybe not all Eladrin have the ability to teleport but PC Eladrin do. The physics of the world don't say "All Eladrin have this power", the rules of the game do.
Yes, this is a failure to communicate here. Physics describe something (generally something physical) that happens in the world. If the nature of the game world is that some characters are PCs, and have their ability to jump gaps resolved by a d20 roll plus a modifier, and some characters are NPCs, and make or fail jumps regardless of what their modifier would have been were they PCs, then the physics of the world say that there are two classes of being with regards to jumping (PC and NPC), and that they jump differently.

Likewise, once a ruling is made that some eladrins teleport in a particular way and that others don't, physics are being established. "The world works like X for these situations and Y for these other situations." is certainly within the bounds of physics, as is "X in this case is, as far as we can tell, totally non-deterministic, at least with regards to what determines Y."

Physics support the idea of a world where there are special classes of beings who interact with reality in a totally different manner. If that is the way events are resolved at the table, then those are the physics of the gameworld.


They never think that because they don't have that information. They don't know what is dramatic and what isn't. They don't know how hazardous something is by the game rules. If the player rolls a 1 on a Jump skill roll for a total of 5 on the roll and the DM says "You make it the 20 feet to the other side, just barely, you have to grab on to the ledge on the other side an pull yourself up. You breathe a sigh of relief as you were THAT close to falling to your death" your character isn't thinking "I'm glad that was dramatic and the DM wanted me to get to the other side so I succeeded. I wasn't worried because that's the way things ALWAYS work for me." He is instead thinking "I'm glad I didn't die, but I could have."

Thinking that they always seem to succeed anyways is what is called metagaming. Knowing that you are slightly above normal people and seems to succeed where an average peasant couldn't is normal for them however.
Well, yes. A character that knows that in ordinary conditions, they can jump between 5 and 25 feet with a running start should expect that he could succeed or fail. A plate-clad halfling low-Str halfling (or, conversely, a thri-kreen) should not experience a moment of drama. Possibly dying is an expected result of failing a DC 20 jump check with a +5 modifier. However, the tenth time a character has been forced to make a jump check under pressure and 'just made it' or so, the character should have noticed that the world seems to work differently under certain conditions.

And observing the world and drawing conclusions about it is the exact opposite of metagaming. Metagaming is using knowledge your character shouldn't have. Your character should notice if he can't do something, then suddenly can, then can't again, and he should wonder why.

As an example:
Physics=rules says the longer you fall the more damaging the fall. As you learn to fight better you can survive longer falls. Everyone who is a good fighter can jump off 100 ft tall cliffs and expect to survive. This is because the rules say that as you gain levels you gain hitpoints and the more hitpoints you have the higher falls you can survive.

Physics<>rules says that a 100 ft fall kills everyone. There are rumors that some people have luckily survived such a fall, but it would be rare indeed. The game rules say that PCs survive the fall every time at high levels, however. They actually break the laws of physics because they are the PCs. However, given that the laws of physics haven't changed, it doesn't mean that just because some NPC is good at fighting that he'll survive the fall.
Well, no. The physics of the real world say that humans don't come in a category of 'tough enough to shrug off a 100' fall casually'. The physics of the real world also say that humanoid-shaped creatures don't come in sizes above about eight feet without massive health problems, that dragon-shaped, -strength, and -weighted creatures can't fly, and that you can't wave a magic wand and conjure up bunnies.

Obviously, the physics of the real world do not describe the world of D&D.

It is assumed that when the assumptions of reality and the written rules clash, the rules win. Reality assumes no magic and extremely limited heroism; D&D assumes copious amounts of both. Problems happen when one side or the other decides to stop assuming a set of rules that form a basic set of assumptions about how the world works. F'rex, I assume that if the rules say that a character can survive a level of trauma that is unrealistic, that I am playing a character not meant to stand within the bounds of what is physically possible here on Earth and move on. Some characters can invoke magic; others can punch through steel with their bare hands; some can avoid area attacks effortlessly even though there appeared nowhere for them to go, and some can get thrown off cliffs and bounce. If this is what happens, then this is the physics of the world.
 

Hussar said:
Do you see the inherent conflict in these two quotes. First, you say that if the rules don't cover a situation, you should make a rule, but, in the second quote, you say that making new rules (DM's Fiat) is bad.

I see no conflict. JIT (with just-in-time being before anyone made a decision in which the rule would b a factor) rulemaking is not fiat, it's houseruling. More to the point, "Make a new rule and stick to it." is not the same thing as "Arbitrate without apparent rhyme or reason." DM fiat is not making new rules; it's overwriting existing ones.

Declaring beforehand that falls should be potentially lethal and that every fall above 50' carries with it a DC 15 Fort save to avoid death is houseruling. Telling a player with 100 hp and the ability to avoid failing Fort saves on a one "You fall 50' off a a cliff and die." is fiat.

Making rules ensures that elements in the game world mesh. A character with 12 levels of barbarian is one tough hombre; he started out tougher than 99% of Earth's population in terms of trauma and can now literally shrug off minor stab wounds with absolutely no injury. But falling off a cliff is really deadly. How deadly? Is the hurty-mojo of the cliff enough to overcome the not-be-hurty-mojo of the barbarian? Roll the dice and find out.
 

robertliguori said:
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.

Why would they expect that? Isn't it inefficient for the system to mimic player control settings for elements that clearly don't need them? All they need are rules governing how they interact with player controlled elements. And, theoretically, each other.
 

Contrary to popular belief, Wikipedia does not require a citation to support the assertion than Abraham Lincoln was a president of the United States.
 

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