Andor said:
Good lord. This thread is almost entirely people talking past each other. There are a dozen examples of people saying "No you're wrong! It works in exactly the way you described with slightly different phraseology!"
People keep attacking points that nobody made, and refuting playstyles that no one claimed.
I think this entire board needs to take a remedial reading comprehension class.
How dare you talk about my mother that way?!
Most FiTM action resolution systems require the player to narrate the action so as to explain the outcome. Thus, winning a conflict would not cause things to happen for no ingame reason. The player's narration would explain what the reason is.
"Suddenly, for no apparent reason, the world explodes."
Whoops. Either you have actual physics that says things like "Regardless of general consensus
A general question to all those who say that rules must be the physics of the gameworld: do you actually deny the existence of RPGs (e.g. The Dying Earth, Prince Valiant, HeroWars, etc) which do have action resolution mechanics, but in which those mechanics are not the physics of the gameworld? Or do you think that the people who play those games don't understand what they are really doing when the play them?
There are games whose mechanics for resolving action within the world depend entirely on out-of-game-universe arbitration. Many of them are good games. These are games with
very simple physics that
do not generally resemble the physics of reality. But all games that are recognizable as games have rules that serve as the physics of the gameworld.
Also, because I'm pedantic:
All 1s = 10 hp. Not enough to kill a 1st-level fighter.
The odds of a 50-foot fall doing ten damage are 0.000129. See previous points about the odds of surviving long-ass falls.
Also, check the point that this is not only a character who partakes of nascent heroic mojo (by having PC class levels), he also is in the top 10% of those types (having max hp).
The D&D falling rules work. Long falls are appropriately lethal to things they should be lethal to. There are many things in reality that can survive a 50-foot fall (tungsten-steel alloys in the right shape, for instance). At high levels, your capacity to resist damage bears more resemblance to said alloys than it does to average-human. There are solutions to this sort of thing (called E6, or, for proper realism, E1 with d20 modern classes.)
The rules provide a mechanism for determining the outcome of events. If you think that the outcome of a particular set of rules is wonky, you can change the rules. But whatever method you use to resolve events
is the physics of the world.