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Is D&D abstract or micromanaged?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3497373" data-attributes="member: 22882"><p>The first part of your statement is just plain wrong. The abstract nature of the game renders impossible logical extrapolation <em>from the first principles of your perception of what is 'realistic</em>.' If you logically extrapolate from different first principles, you can get logical results from D&D's abstract rules.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Because the 20th level character's cosmic badassitude completely emasculates the potion and leaves it all but impotent.</p><p></p><p>All four of those are potentially logical answers to your question, depending on the first principles you ground your campaign in.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3497373, member: 22882"] The first part of your statement is just plain wrong. The abstract nature of the game renders impossible logical extrapolation [I]from the first principles of your perception of what is 'realistic[/I].' 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. [/QUOTE]
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