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General Tabletop Discussion
*Pathfinder & Starfinder
How Does "The Rules Aren't Physics" Fix Anything?
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<blockquote data-quote="Hussar" data-source="post: 4157105" data-attributes="member: 22779"><p>That is a very, very large leap that you simply cannot make.</p><p></p><p>You are assuming that all choices only work in combat. Why would you assume this? We already know that there are mechanics for resolving skill challenges, for example. The players know that their plan has a chance of working because the mechanics are there to resolve the results of their actions. </p><p></p><p>Actions =/= combat.</p><p></p><p>However, rules=physics means that all rules must apply equally to everything that exists within the setting. You cannot possibly achieve that goal within the framework of an RPG. Exceptions have to be made and will be made constantly. Omissions will likewise be made, simply because the DM is assumed to fill in those gaps.</p><p></p><p>You effectively arguing that because there are no rules covering it, no one could possibly swim in 1e D&D. Since 1e lacked any skill based mechanics (other than thief abilities) there is no possible way that anyone could make a sword in that system. </p><p></p><p>Likewise, in 3e, since there is no penalty for not sleeping, my character in your world should never have to sleep. Makes guarding a whole lot easier I suppose.</p><p></p><p>The only way you could create a system where rules=physics is if you place hard limits on what the players can do. In order for the system to work, you would have to forbid any action that isn't expressly covered by the rules. In other words, you'd have to turn the game into a video game. That's precisely what a system where rules=physics looks like. You cannot step outside the phyics in a video game ever. </p><p></p><p>I doubt that's your goal.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4157105, member: 22779"] That is a very, very large leap that you simply cannot make. You are assuming that all choices only work in combat. Why would you assume this? We already know that there are mechanics for resolving skill challenges, for example. The players know that their plan has a chance of working because the mechanics are there to resolve the results of their actions. Actions =/= combat. However, rules=physics means that all rules must apply equally to everything that exists within the setting. You cannot possibly achieve that goal within the framework of an RPG. Exceptions have to be made and will be made constantly. Omissions will likewise be made, simply because the DM is assumed to fill in those gaps. You effectively arguing that because there are no rules covering it, no one could possibly swim in 1e D&D. Since 1e lacked any skill based mechanics (other than thief abilities) there is no possible way that anyone could make a sword in that system. Likewise, in 3e, since there is no penalty for not sleeping, my character in your world should never have to sleep. Makes guarding a whole lot easier I suppose. The only way you could create a system where rules=physics is if you place hard limits on what the players can do. In order for the system to work, you would have to forbid any action that isn't expressly covered by the rules. In other words, you'd have to turn the game into a video game. That's precisely what a system where rules=physics looks like. You cannot step outside the phyics in a video game ever. I doubt that's your goal. [/QUOTE]
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How Does "The Rules Aren't Physics" Fix Anything?
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