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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Does "The Rules Aren't Physics" Fix Anything?
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<blockquote data-quote="senna" data-source="post: 4152692" data-attributes="member: 29148"><p>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.</p><p></p><p>Second when <strong>I</strong> 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 <strong>how</strong> that efect hapened in the game world.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="senna, post: 4152692, member: 29148"] 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 [B]I[/B] 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 [B]how[/B] 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. [/QUOTE]
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How Does "The Rules Aren't Physics" Fix Anything?
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