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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="ThirdWizard" data-source="post: 4159252" data-attributes="member: 12037"><p>I didn't read the thread, but I thought I'd answer the question, because my glance through didn't really see a comprehensive answer.</p><p></p><p>If you think of the players as "DMs" for their characters, co-narrators, or in some other way in which gameplay is based more on a cinematic experience and/or on an ideal where the outcome is more important than, and in fact supersedes, how the outcome occurred, then the rules of a game are not, in fact, the physics of the world but the players are, in fact, able to guage the abilities of their PCs (just as the DM can do with NPCs). In this way, it doesn't really matter <em>how</em> an event occurred so much as the fact that the event did occur and that those playing the game are able to move the game toward said occurrence.</p><p></p><p>Okay, that might be a bit convoluted.</p><p></p><p>The most prominent example I can think of this are martial Encounter powers. I'll use Fox's Cunning as an example, a 1/encounter ability that allows the ranger to shift 1 square and make a basic attack against an enemy in response to an enemy attack. </p><p></p><p>Now, one who is looking at rules = physics might see this rule and say that this means that quite literally there must be a physical, substantial, reason for the PC not being allowed to do this more than once per encounter. Reasons are pulled up, almost all of which are generally unsatisfactory. The PC must know about the limit, though, because the PC is choosing when to do it and these choices must be informed by the reality of the world so that the PC can make these decisions.</p><p></p><p>That's not the only way to look at the situation, however. Another way to look at it (and there are probably as many ways to look at it as their are players, really) is to assume that the player's choice in the action is affecting the flow of battle itself. When the player says that their PC uses Fox's Cunning, he or she is not only stating that the PC has used Fox's Cunning but also that a <em>situation that allows Fox's Cunning to be used has occurred.</em></p><p></p><p>Now, whether or not you want to play this way is another matter. But, it is fully possible, and it appears that <em>aspects[/] of 4e (not everything mind you!) will embrace this idea. I think it is worth it for everyone to at least try and take something from it.</em></p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4159252, member: 12037"] I didn't read the thread, but I thought I'd answer the question, because my glance through didn't really see a comprehensive answer. If you think of the players as "DMs" for their characters, co-narrators, or in some other way in which gameplay is based more on a cinematic experience and/or on an ideal where the outcome is more important than, and in fact supersedes, how the outcome occurred, then the rules of a game are not, in fact, the physics of the world but the players are, in fact, able to guage the abilities of their PCs (just as the DM can do with NPCs). In this way, it doesn't really matter [i]how[/i] an event occurred so much as the fact that the event did occur and that those playing the game are able to move the game toward said occurrence. Okay, that might be a bit convoluted. The most prominent example I can think of this are martial Encounter powers. I'll use Fox's Cunning as an example, a 1/encounter ability that allows the ranger to shift 1 square and make a basic attack against an enemy in response to an enemy attack. Now, one who is looking at rules = physics might see this rule and say that this means that quite literally there must be a physical, substantial, reason for the PC not being allowed to do this more than once per encounter. Reasons are pulled up, almost all of which are generally unsatisfactory. The PC must know about the limit, though, because the PC is choosing when to do it and these choices must be informed by the reality of the world so that the PC can make these decisions. That's not the only way to look at the situation, however. Another way to look at it (and there are probably as many ways to look at it as their are players, really) is to assume that the player's choice in the action is affecting the flow of battle itself. When the player says that their PC uses Fox's Cunning, he or she is not only stating that the PC has used Fox's Cunning but also that a [i]situation that allows Fox's Cunning to be used has occurred.[/i] Now, whether or not you want to play this way is another matter. But, it is fully possible, and it appears that [i]aspects[/] of 4e (not everything mind you!) will embrace this idea. I think it is worth it for everyone to at least try and take something from it.[/i] [/QUOTE]
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How Does "The Rules Aren't Physics" Fix Anything?
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