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

IceFractal

First Post
This isn't a complain about the rules being too "gamist", it's a complaint about "the rules aren't the physics of the campaign" being used as an excuse for everything.

I've heard this statement come up in quite a few cases:
What happens when a non-PC does X? Rules aren't physics!
This supposedly-important fluff ability has no mechanics? Rules aren't physics!
This rule results in very strange combat results? Rules aren't physics!


But how does that actually solve anything? When an important situation comes up, and a player wants to have their character do something, you need some method to determine success or failure. So what methods exist?
1) DM fiat.
2) Flip a coin.
3) Have a rule that can cover it.

Now while methods 1 and 2 work fine for non-vital activities, like "how many fish did I catch while waiting for the boat", they fall flat when something vital comes up, like "was I able to escape the dragon's magma breath?" The problem I have is that this "rules aren't physics" solution is extended to cases that I'd consider vital. Such as being able to heal an NPC or not. That's not some trivial simulation detail - that's life or death, that's something where the outcome can be very important.


Sometimes the argument is made that DM fiat needs no rules to slow it down. After all, if the DM puts an NPC into the fight, and decides which foes are targetting it, and how many HP it had to begin with, they may as well just decide whether the NPC can be healed or not.

But there's a problem with this - planning. Because while the rules may not be physics, they are the player's eyes and ears into the world. They are what allows the players to make reasonable choices within the game without asking the DM a nonstop stream of questions and slowing the action to a crawl.



Imagine if the combat rules were ad-hoc as well, and the players had no idea what effect an attack would have. You'd have problems right away, where the players' guesses don't match up to the DM's thought process:

DM: The group of hill giants approaches the gates of the town.
PC: *Notices "melts lead" in fireball description, figures no living creature can survive it.*
PC: No problem, I'll hold them off, I have Fireball!
DM: *Figures that hill giants are tough, and fireball isn't that high-level a spell, so they'll definitely survive it.*
DM: Though scorched by your fireball, the hill giants reach the gates and pound you into the ground - roll up a new character.
PC: :mad: :mad: :mad: *Argues*

See why we don't play that way? I'm not saying 4E has vague combat rules (quite the opposite), but PC vs monster combat isn't the only place where vital situations occur. If the rules on healing NPCs are just ad-hoc, how can you effectively protect one? Is it safe if they get somewhat injured? Knocked unconcious? Can they come back from death's door like you can? Forget strategy when you fight all day and still don't know how healing works.


Bottom Line: Whether the rules are physics or not, they need to be consistent enough that players have a clue what will work and what won't.
 
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I always wanted an RPG that runs like clockwork during tactical combat and like an open discussion regarding everything else. To me the discussion is the game. The dialogue covers the game in pretty much the same way science covers nature (i.e. not completely but close enough). I agree the rules need to be consistent enough but maybe I draw the line further out than you do.
 

FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!
FLAVOR IS MUTABLE! DON'T USE FLUFF AS CRUNCH IN COMBAT!

Do you get it yet? Though flavor is important flavor is mutable... and honestly... have you ever had a DM destroy all the equipment something is wearing after the PC's dump fireball after fireball on it? Just because they fluff says something doesn't mean you can assume anything about it's combat use. Also... lead melts very easily... not a point of instant death for anything...
 
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Umm can you give us some quotes where a rule that is going to cause the problems you listed above in 4E has been explained away by rules aren't physics by a WotC guy/gal?
Otherwise your argument is purely hypothetical because we haven't seen the rules and any poster here who uses the excuse 'rules aren't physics' to a knotty rules problem is just voicing their opinion.

And in answer to this question
Such as being able to heal an NPC or not.
We have been told that NPC's have healing surges, so I would imagine this is covered.
 

mach1.9pants said:
And in answer to this questionWe have been told that NPC's have healing surges, so I would imagine this is covered.


I generally disagree with the OP (or aren't as concerned), but you've only dismissed one possible case of an inconistency (and without a quote or a link).

I think it is perfectly okay to be concerned that 4e will have numerous inconsistencies and cases where pc rules differ from npc rules. I think we know there will be some differences, but until we see the final product we won't know how many.

And most importantly, i'm pretty sure that any inconsistencies have been introduced for a reason (eg. wotc's idea of fun, ease, speedy play and a sense of that the pc's are the heroes of the story). Its probably a question of priorities, but having a rulesystem be 100% consistent for both pc's and npc's but is also complex as heck, and slow during actual use in play (ie. high level 3.5e), is not my idea of an ideal rpg system.
 


IceFractal said:
This isn't a complain about the rules being too "gamist", it's a complaint about "the rules aren't the physics of the campaign" being used as an excuse for everything.

Because it is clear that since the rules allow for men made of straw, it is silly to assume the game world does.
 

The rules are a toolset to enable the player to manipulate his avatar, as an agent of stage, in a setting created/maintained and implemented by the DM.

Those aspects deemed generic enough are codified as rules, written down.

Things like the skill challenges, loot tables, and other suggestions allow a DM to bring some consistancy to their creation.

How a DM handles the fact that the rules are not physics is a LARGE portion of what makes them a good DM.

I truly fail to see what your problem is, with the suggestion that the rules are not physics. They are enablers.. representations and abstractions of a PC-agent's role in the world-as-setting that the DM watches over.
 

IceFractal said:
Whether the rules are physics or not, they need to be consistent enough that players have a clue what will work and what won't.

First of all, lets put some things straight, Chris Sims said that npcs have healing surges and can be healed by a cleric or warlord.

Second when I think that the rules of the world are not physics i mean that the rules are conflict resolutions cases, the rules normaly just say if something is successful or not and the efects in game terms, the rules don´t say how that efect hapened in the game world.

For instance a halfling fighter want to bull rush a kobold, the dm say that he must make an STR check against his oponent FORT defences, the player sucedes, the dm then describes the halfling bashing his shield and the kobold boucing backwards. The same halfling fighter nowwants to use the same maneuver against a big hobgoblin soldier, the mechanics are the same, and the halfling sucedes again, with a litle luck, the dm them describe the maneuver as the halfling pressuring foward and the hobgoblin misstep´s and retreat to safer ground by going backwards. In both case the mechanics were consistent, the same roll was made and the same result achieved, but the way that you described it were diferent, because the rules don´t explain the world, they let us interact with it.

The best metaphor that i can find is that rules are translation between what we, players and dms, whant to do and how that afects the game world. Lots of people know that the best translation is not the most literal one, but the one that keep more of the spirit of work.
 

Charwoman Gene said:
Because it is clear that since the rules allow for men made of straw, it is silly to assume the game world does.

So you're saying that far from the 'rules aren't physics' strawman, there are more rules in the books?
 

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