Ian O'Rourke
First Post
D&D is a fantastic exercise in micromanaged abstraction.
Kahuna Burger said:How do you think of D&D combat?
Kahuna Burger said:Would you like it to be more or less abstract?
Jer said:Abstract and micromanaging may not really be at opposite ends of a continous spectrum here. I'll need to think for a bit to see if I can come up with a game that has a strong concrete physical simulation of combat but doesn't require micromanaging -- the only one I can come up with is Warhammer Fantasy Roleplay 2nd edtition, but I'm not sure if that one is actually less micromanaging or not (we may have been ignoring rules to keep the action moving, I'd have to check).
Because the 1st level character is less injured than the 20th level character.Ashrem Bayle said:T
The abstract nature of the game often defies logic* and renders a lot of creative player decisions moot as I pointed out with the sneak attack example.
* Try explaining why a cure light wounds potions heals a 1st level character from the brink of death, but can't do squat for a 20th level character.
Ashrem Bayle said:The abstract nature of the game often defies logic* and renders a lot of creative player decisions moot as I pointed out with the sneak attack example.
Ashrem Bayle said:* Try explaining why a cure light wounds potions heals a 1st level character from the brink of death, but can't do squat for a 20th level character.
MoogleEmpMog said:The first part of your statement is just plain wrong. The abstract nature of the game renders impossible logical extrapolation from the first principles of your perception of what is 'realistic.' If you logically extrapolate from different first principles, you can get logical results from D&D's abstract rules.
As to the creative decisions, I somewhat agree. That's primarily a function of randomness, however, and a lack of player narrative control. If GURPS is better, it's only better because it uses a less random bell curve die mechanic.
I don't think your example is terribly well-chosen, however. The GM can always rule a target helpless as well as flat-footed if the target is getting sleepy, and in any case 'a few extra d6' should put paid to any character who has so little narrative weight as to get mooked in the manner you describe. A rogue being unable to effortlessly kill your campaign's equivalent of Darth Vader, Sephiroth, Saruman, Luca Blight or Xaltotun in his sleep is a feature, not a bug - from the first principles I reason from, which are narrative.
Because the 20th level character has developed a tolerance for curative magic over a bloody and oft-cured career. Much as a java junkie won't get a buzz from a single Red Bull, whereas someone who's never touched caffiene will be jolted by a single Jolt Cola.
Because in addition to avoiding injuries, the 20th level character can also take more physical punishment. Much as a champion boxer can endure an amazing amount of blows without going down due to both physical toughness and training.
Because the 20th level character has accrued more life force in the zero-sum game that is the energistic transfer we call "experience points," and thus requires a greater infusion of artificial positive energy in the form of a potion to return to his full potential.
Because the 20th level character's cosmic badassitude completely emasculates the potion and leaves it all but impotent.
All four of those are potentially logical answers to your question, depending on the first principles you ground your campaign in.
Ashrem Bayle said:"And even if there is a way to explain it, it is not at all intuitive."
So when a player says "This doesn't make sense.", I should tell him/her to forget everything they know about reality and change their "first principles"?
No. I don't think so. The new player has to have a starting point from which to base their perceptions. That starting point would most logically be reality as we know it, then diverge from there with magic, monsters, etc.