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L&L: The 2nd one this week (DM Packet)
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<blockquote data-quote="pemerton" data-source="post: 5932212" data-attributes="member: 42582"><p>But none of that is in the mechanics.</p><p></p><p>Gravity comes into the mechanics only in respect of falling damage, which is notoriously contested and in any even measured in hit points; and falling rates, which generally are underestimated relative to terminal velocity on our planet.</p><p></p><p>Starvation rules in RPGs are notoriously wonky; encumbrance rules moreso (for example, an average STR human cannot carry 100 lb without any effect on athletic performance - a person who can run at a typical speed carrying that much stuff, for example, will be able to go faster or, more likey, longer when the load is dropped). Disease and poison rules are also wonky, and notoriously so - someone who judges the poisonous of a snake or spider in AD&D based on the real world, for example, will get a big shock when his/her PC is bitten and dies within the space of a minute!</p><p></p><p>The flight speeds of birds in D&D and similar fantasy games are unrealistically low (I assume this is an artefact of making them suitable (i) for combat resolution, and (ii) for polymorph spells).</p><p></p><p>The sociology of the D&D world is also completely unreaslistic, but it is typically not defined in mechanical terms either.</p><p></p><p>For the vast majority of cases salient to action resolution - injury and other physical harm, movement, influence and leadership, etc - I look to the rules, not reality.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5932212, member: 42582"] But none of that is in the mechanics. Gravity comes into the mechanics only in respect of falling damage, which is notoriously contested and in any even measured in hit points; and falling rates, which generally are underestimated relative to terminal velocity on our planet. Starvation rules in RPGs are notoriously wonky; encumbrance rules moreso (for example, an average STR human cannot carry 100 lb without any effect on athletic performance - a person who can run at a typical speed carrying that much stuff, for example, will be able to go faster or, more likey, longer when the load is dropped). Disease and poison rules are also wonky, and notoriously so - someone who judges the poisonous of a snake or spider in AD&D based on the real world, for example, will get a big shock when his/her PC is bitten and dies within the space of a minute! The flight speeds of birds in D&D and similar fantasy games are unrealistically low (I assume this is an artefact of making them suitable (i) for combat resolution, and (ii) for polymorph spells). The sociology of the D&D world is also completely unreaslistic, but it is typically not defined in mechanical terms either. For the vast majority of cases salient to action resolution - injury and other physical harm, movement, influence and leadership, etc - I look to the rules, not reality. [/QUOTE]
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