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If it's not real then why call for "realism"?
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<blockquote data-quote="Rechan" data-source="post: 4738602" data-attributes="member: 54846"><p>I think though that there's not any game out there where you fall up, not down, and larger things weigh less. </p><p></p><p>The following consists of "Realism in RPGs as far I have seen discussed, so YMMV". </p><p></p><p>I honestly think that most issues of "realism" stem from less realistic mechanics, as opposed to assumptions. How a fighter can kill 20 mooks/minions/whatnot without breaking a sweat.</p><p></p><p>The issue of "realism" as far as mechanics is concerned is... well, where's the line? Let's take, for instance, the flying carpet. How are you staying on? Shouldn't you have to roll to stay on, which increases in difficulty as your speed increases? How are you protecting yourself from wind chill? How about altitude? Or, getting hit by a Titan. If a giant hit you, it would be like having a tree dropped on you - you would be utterly destroyed because the giant is simply <em>so large</em> that the power behind his swing, and the weight of his weapon, would just pulverize you. It would be like you kicking a frog in the face.</p><p></p><p>There is a system out there, I have been told, that is so very convoluted and complex, but <em>so very realistic</em> that two men standing 10 feet apart, firing the same weapon at one another, can lead to one man taking next to no damage from a hit, and the other being killed, because the system takes into account so many different factors. But it takes just so long to compute, that it's unwieldy. </p><p></p><p>The issue of realism crops up when someone says, "THere's no way this rule would work." For instance, Critical fumbles. A critical fumble happens on a natural 1. But, statistically, a 1 happens every 20 rolls. So, if you have 100 men fighting, 20% are going to lose their swords or hurt themselves because they rolled a 1.</p><p></p><p>Or, when you take a rule, and expand it in terms of a realistic world, the rule breaks down. For instance, the old "Wall of Iron". A wizard can cast Wall of Iron and create a <em>Wall of Iron</em> that doesn't go away. He could then take that wall and melt it down and have a <em>whole lot of iron</em>. He could wreck the Iron economy just by casting a spell over and over. And, if you have more than one wizard, then...</p></blockquote><p></p>
[QUOTE="Rechan, post: 4738602, member: 54846"] I think though that there's not any game out there where you fall up, not down, and larger things weigh less. The following consists of "Realism in RPGs as far I have seen discussed, so YMMV". I honestly think that most issues of "realism" stem from less realistic mechanics, as opposed to assumptions. How a fighter can kill 20 mooks/minions/whatnot without breaking a sweat. The issue of "realism" as far as mechanics is concerned is... well, where's the line? Let's take, for instance, the flying carpet. How are you staying on? Shouldn't you have to roll to stay on, which increases in difficulty as your speed increases? How are you protecting yourself from wind chill? How about altitude? Or, getting hit by a Titan. If a giant hit you, it would be like having a tree dropped on you - you would be utterly destroyed because the giant is simply [I]so large[/I] that the power behind his swing, and the weight of his weapon, would just pulverize you. It would be like you kicking a frog in the face. There is a system out there, I have been told, that is so very convoluted and complex, but [I]so very realistic[/I] that two men standing 10 feet apart, firing the same weapon at one another, can lead to one man taking next to no damage from a hit, and the other being killed, because the system takes into account so many different factors. But it takes just so long to compute, that it's unwieldy. The issue of realism crops up when someone says, "THere's no way this rule would work." For instance, Critical fumbles. A critical fumble happens on a natural 1. But, statistically, a 1 happens every 20 rolls. So, if you have 100 men fighting, 20% are going to lose their swords or hurt themselves because they rolled a 1. Or, when you take a rule, and expand it in terms of a realistic world, the rule breaks down. For instance, the old "Wall of Iron". A wizard can cast Wall of Iron and create a [I]Wall of Iron[/I] that doesn't go away. He could then take that wall and melt it down and have a [I]whole lot of iron[/I]. He could wreck the Iron economy just by casting a spell over and over. And, if you have more than one wizard, then... [/QUOTE]
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