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Is the Real Issue (TM) Process Sim?
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<blockquote data-quote="I'm A Banana" data-source="post: 6259098" data-attributes="member: 2067"><p>It doesn't usually represent a single swing of the weapon, it helps describe the effect of the character trying to hit the goblin during their turn (which might involve a lot of feints and jabs or a sweep-to-a-stab, or whatever). The level of detail need not exist at the level of individual sword-swings, and I'm not arguing that it should.</p><p></p><p></p><p></p><p>"I try to hit the goblin with my sword" works as both narrative and simulation. It tells a story, and it represents an action. Unless you're using some Forge-specific jargony meaning for these terms perhaps?</p><p></p><p></p><p></p><p>They are also constructs of the fiction ("I try to hit the goblin with my sword") and constructs of the world the fiction takes place in (The character is trying to hit the goblin with her sword). </p><p></p><p></p><p></p><p>Armor does stop you from getting hit (instead, the blow hits the armor, and since the armor isn't part of you, that doesn't hurt). </p><p></p><p>And characters are trying to hit enemies in a literal sense: literally, they say they try to hit the thing, and that's what happens. </p><p></p><p></p><p></p><p>Disagree. Especially in a game of shared imagination, mechanics aren't there to give or deny players permission. This is one of the functions of the DM. The mechancis are there as a tool to help the DM resolve what happens because of the actions the characters take. The actions the characters take depend on what the player states that they do. </p><p></p><p></p><p></p><p>Actions can be interrupted, yes. But I still know that moving the first 10' is what happened before the interruption occurred (Character does X, Y happens), and the rules tell me to adjudicate the action of moving 30' by telling me to interrupt it after 10 and have a trap happen. </p><p></p><p></p><p></p><p>A player announces what her character *does*. In a situation where there is a potential for failure, she cannot announce success -- it is not within her control to dictate. Instead, she announces the attempt at success, and we all find out together if that attempt was successful or not. In a situation where the action is interrupted, the interruption gets resolved before the action continues (or not, if the interruption stops it). </p><p></p><p></p><p></p><p>Nothing in what I'm saying prohibits you from doing any of that.</p><p></p><p></p><p></p><p>And one of those boundaries is also that your character tried to hit something with a great ax. It is the cause that the mechanics are finding out an effect for.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6259098, member: 2067"] It doesn't usually represent a single swing of the weapon, it helps describe the effect of the character trying to hit the goblin during their turn (which might involve a lot of feints and jabs or a sweep-to-a-stab, or whatever). The level of detail need not exist at the level of individual sword-swings, and I'm not arguing that it should. "I try to hit the goblin with my sword" works as both narrative and simulation. It tells a story, and it represents an action. Unless you're using some Forge-specific jargony meaning for these terms perhaps? They are also constructs of the fiction ("I try to hit the goblin with my sword") and constructs of the world the fiction takes place in (The character is trying to hit the goblin with her sword). Armor does stop you from getting hit (instead, the blow hits the armor, and since the armor isn't part of you, that doesn't hurt). And characters are trying to hit enemies in a literal sense: literally, they say they try to hit the thing, and that's what happens. Disagree. Especially in a game of shared imagination, mechanics aren't there to give or deny players permission. This is one of the functions of the DM. The mechancis are there as a tool to help the DM resolve what happens because of the actions the characters take. The actions the characters take depend on what the player states that they do. Actions can be interrupted, yes. But I still know that moving the first 10' is what happened before the interruption occurred (Character does X, Y happens), and the rules tell me to adjudicate the action of moving 30' by telling me to interrupt it after 10 and have a trap happen. A player announces what her character *does*. In a situation where there is a potential for failure, she cannot announce success -- it is not within her control to dictate. Instead, she announces the attempt at success, and we all find out together if that attempt was successful or not. In a situation where the action is interrupted, the interruption gets resolved before the action continues (or not, if the interruption stops it). Nothing in what I'm saying prohibits you from doing any of that. And one of those boundaries is also that your character tried to hit something with a great ax. It is the cause that the mechanics are finding out an effect for. [/QUOTE]
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