Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Does "The Rules Aren't Physics" Fix Anything?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="IceFractal" data-source="post: 4152615" data-attributes="member: 27704"><p>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. </p><p></p><p>I've heard this statement come up in quite a few cases:</p><p>What happens when a non-PC does X? Rules aren't physics!</p><p>This supposedly-important fluff ability has no mechanics? Rules aren't physics!</p><p>This rule results in very strange combat results? Rules aren't physics!</p><p></p><p></p><p>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?</p><p>1) DM fiat.</p><p>2) Flip a coin.</p><p>3) Have a rule that can cover it.</p><p></p><p>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.</p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p></p><p>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:</p><p></p><p>DM: The group of hill giants approaches the gates of the town.</p><p>PC: *Notices "melts lead" in fireball description, figures no living creature can survive it.*</p><p>PC: No problem, I'll hold them off, I have Fireball! </p><p>DM: *Figures that hill giants are tough, and fireball isn't that high-level a spell, so they'll definitely survive it.*</p><p>DM: Though scorched by your fireball, the hill giants reach the gates and pound you into the ground - roll up a new character.</p><p>PC: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> *Argues*</p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4152615, member: 27704"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Does "The Rules Aren't Physics" Fix Anything?
Top