Ashrem Bayle
Explorer
MoogleEmpMog said:In your opinion.
In my opinion, that starting point would most logically be the narrative flow and visuals/descriptions of fantastic media.
That means Agent Smith and Sauron cannot be mooked, no matter how long you wait to kill them in their sleep - because they are freaking AGENT SMITH and SAURON. If they go down at the end of the adventure, it's because of a titanic, thrilling life or death struggle against PCs nearly as awesome as they are.
Conan, Luke Skywalker and Terra Branford cannot be mooked, either. They're in no danger of more than cosmetic injury - unless Xaltotun, Darth Vader or Kefka show up, in which case they had better be prepared to give 100% and hopefully have other PCs of similar narrative significance to help them out.
An Imperial stormtrooper, a Mordor orc or a Stygian soldier, on the other hand, can be mooked by a PC - because they're mooks. If they survive or the PCs run away, it's because the players don't want to be bothered wiping them out.
If you are attempting to model reality rather than heroic fantasy, games designed for gameplay first and modelling heroic fantasy second are going to fail for you.
In any case, two of my explanations for potions (toughness accrued over time and tolerance for potions) fall within the range of 'real-world rules explicable,' insofar as healing potions do at all, and the other two both involve magical properties of the world - rather like 'the ability to create magical potions' itself.
You make it seem as though a heroic fantasy game with realistic rules is impossible. It isn't.
I want more realistic rules.
I want a game mechanics that flow well.
I want the possibility for heroic fantasy.
I found them all in GURPS.
In my opinion, D&D only hits two out of three.