Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Is the Real Issue (TM) Process Sim?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 6257545" data-attributes="member: 7006"><p>For me... the answer is simple. It is impossible to reconcile a genuine representation of actual weapon fighting with a game mechanic that will actually be fun for a predominant number of TTRPG players.</p><p></p><p>Two armored sword fighters going at it will usually block/parry/block/parry/block/parry until finally someone actually makes contact weapon-to-flesh. That contact will either be a superficial wound because the attack was mainly stopped by the armor or dodged... or that contact will knock the person out of the fight almost immediately (either by killing him or causing a wound so devastating that the person is in so much pain that they cannot carry on.)</p><p></p><p>So in terms of hit points and game mechanics... to "realistically" represent it, the combat should really be miss/miss/miss/miss/1 HP damage/ miss/miss/miss 2 HP damage/miss/miss/1 HP damage/miss/3 HP damage/ miss/miss/miss/75 HP damage!-- unconscious or dead.</p><p></p><p>But almost no D&D player would want to play a game like that. A whole heap of non-contact or superficial wounds until finally WHAM! the guy takes a sword to the abdomen spilling his guts out. The few that did? They probably wouldn't even be playing D&D... they'd be playing something like <em>The Riddle of Steel</em> (where that kind of swordfighting tries to be better represented.)</p><p></p><p>So to try and process sim <em>any</em> game mechanic to a narrative is not going to be functionally correct. There will always be issues, problems, and absurdity. And if you think there isn't, you are voluntarily ignoring all the reasons people can give as to why they don't align on a 1 for 1 basis.</p><p></p><p>Games are games. There are mechanics we interact with to try and complete whatever the mechanic is asking us to do. And in most cases, a descriptive or narrative story is layered <em>on top</em> of those mechanics in order to make the mechanics seem a little more interesting and allow for interesting design of the game space. Chess would still be chess if the pieces were just blocks called "Short piece", "Straight Piece", "L Piece", "Diagonal Piece", "Tall Piece", and "Capture Piece"... but way back when they decided to fluff the game up by describing it as a representation of combat on the field of battle. Kings, Queens, Knights, Castles, etc. etc. But nobody believes that's how Knights <em>actually move</em>. The mechanics and the story do not align on a 1 for 1 basis. Likewise... moving a piece across a gameboard and landing on someone's blue space <em>does not actually mean</em> you are paying someone rent for stopping in front of a hotel they own. Sure... the game has layered this "real estate acquisition" story on top of the game's mechanics... but its entirely superficial.</p><p></p><p>So expecting Dungeons & Dragons to actually accomplish it-- marry game mechanics to the description and narrative so that every single aspect of the entire game makes "absolute sense" and is "realistic"... to me is utterly ridiculous. It cannot be done. There will always be absurdity and "abstraction". So just accept it and enjoy the game mechanics for what they are. And if parts of the game mechanics don't do anything for you... then just go ahead and change them or not use them. It's no big deal if you do!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6257545, member: 7006"] For me... the answer is simple. It is impossible to reconcile a genuine representation of actual weapon fighting with a game mechanic that will actually be fun for a predominant number of TTRPG players. Two armored sword fighters going at it will usually block/parry/block/parry/block/parry until finally someone actually makes contact weapon-to-flesh. That contact will either be a superficial wound because the attack was mainly stopped by the armor or dodged... or that contact will knock the person out of the fight almost immediately (either by killing him or causing a wound so devastating that the person is in so much pain that they cannot carry on.) So in terms of hit points and game mechanics... to "realistically" represent it, the combat should really be miss/miss/miss/miss/1 HP damage/ miss/miss/miss 2 HP damage/miss/miss/1 HP damage/miss/3 HP damage/ miss/miss/miss/75 HP damage!-- unconscious or dead. But almost no D&D player would want to play a game like that. A whole heap of non-contact or superficial wounds until finally WHAM! the guy takes a sword to the abdomen spilling his guts out. The few that did? They probably wouldn't even be playing D&D... they'd be playing something like [I]The Riddle of Steel[/I] (where that kind of swordfighting tries to be better represented.) So to try and process sim [I]any[/I] game mechanic to a narrative is not going to be functionally correct. There will always be issues, problems, and absurdity. And if you think there isn't, you are voluntarily ignoring all the reasons people can give as to why they don't align on a 1 for 1 basis. Games are games. There are mechanics we interact with to try and complete whatever the mechanic is asking us to do. And in most cases, a descriptive or narrative story is layered [I]on top[/I] of those mechanics in order to make the mechanics seem a little more interesting and allow for interesting design of the game space. Chess would still be chess if the pieces were just blocks called "Short piece", "Straight Piece", "L Piece", "Diagonal Piece", "Tall Piece", and "Capture Piece"... but way back when they decided to fluff the game up by describing it as a representation of combat on the field of battle. Kings, Queens, Knights, Castles, etc. etc. But nobody believes that's how Knights [I]actually move[/I]. The mechanics and the story do not align on a 1 for 1 basis. Likewise... moving a piece across a gameboard and landing on someone's blue space [I]does not actually mean[/I] you are paying someone rent for stopping in front of a hotel they own. Sure... the game has layered this "real estate acquisition" story on top of the game's mechanics... but its entirely superficial. So expecting Dungeons & Dragons to actually accomplish it-- marry game mechanics to the description and narrative so that every single aspect of the entire game makes "absolute sense" and is "realistic"... to me is utterly ridiculous. It cannot be done. There will always be absurdity and "abstraction". So just accept it and enjoy the game mechanics for what they are. And if parts of the game mechanics don't do anything for you... then just go ahead and change them or not use them. It's no big deal if you do! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is the Real Issue (TM) Process Sim?
Top