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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Hussar" data-source="post: 6345673" data-attributes="member: 22779"><p>But, odds of success are a measure of difficulty IN A GAME. It's somewhat disingenuous to keep pointing to real world examples where success is not determined by a random die roll. The example of child birth, your example of running a sprint, both are very controllable events in the real world because you have access to virtually 100% of the information that you need, every time.</p><p></p><p>In a game, that is virtually never true. The players rarely have access to that level of information. Nowhere near usually. In order for your idea to work, the players would have to have access to the same levels of information that the sprinter or the doctor has, <u>every single encounter</u>.</p><p></p><p>Since they don't, then random chance rules. In a combat as war scenario, random elements should be much stronger, since the PC's are not protected by the "combat as sport" idea of rules. If the dice say you die, then you die. If the DM monkey piles your cleric, because that would be a good tactic, then your cleric dies. If the bear doesn't stop mauling your fighter after he stops moving (continue attacking after the character reaches negative HP), then so be it. That's what combat as war should mean.</p><p></p><p>But, AFAIC, it doesn't exist in D&D. We don't DM that way. DMing that way is generally considered bad DMing. And, the fact that parties succeed about 95% of the time belies the idea of combat as war.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6345673, member: 22779"] But, odds of success are a measure of difficulty IN A GAME. It's somewhat disingenuous to keep pointing to real world examples where success is not determined by a random die roll. The example of child birth, your example of running a sprint, both are very controllable events in the real world because you have access to virtually 100% of the information that you need, every time. In a game, that is virtually never true. The players rarely have access to that level of information. Nowhere near usually. In order for your idea to work, the players would have to have access to the same levels of information that the sprinter or the doctor has, [u]every single encounter[/u]. Since they don't, then random chance rules. In a combat as war scenario, random elements should be much stronger, since the PC's are not protected by the "combat as sport" idea of rules. If the dice say you die, then you die. If the DM monkey piles your cleric, because that would be a good tactic, then your cleric dies. If the bear doesn't stop mauling your fighter after he stops moving (continue attacking after the character reaches negative HP), then so be it. That's what combat as war should mean. But, AFAIC, it doesn't exist in D&D. We don't DM that way. DMing that way is generally considered bad DMing. And, the fact that parties succeed about 95% of the time belies the idea of combat as war. [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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