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Legends and Lore - Nod To Realism
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<blockquote data-quote="LurkAway" data-source="post: 5756112" data-attributes="member: 6685059"><p>This really intrigues me...</p><p></p><p>On one hand, there have been suggestions that if it suspends belief to use a power a certain way (ie., using CaGI to 'mind control' the Planesailing Wizard to go Rarr!!! and attack with a puny dagger), then don't use it.</p><p></p><p>OTOH, as per your example above, the rules status quo seems to be: It's just a game, just use the power because you can, because the rules say so.</p><p></p><p>What if there was an Official Rule on Page 42 that states: If the power doesn't seem to make sense, don't use it. Or: the rules describe what <em>can</em> happen, not what <em>must</em> happen.</p><p></p><p>I know this goes completely contrary to the philosophy of Say Yes/Just Make It Work, but that's exactly part of the "realism" problem for many people. (Plus you're missing out on all the strategy and tension of the conflict between striving to do something vs a reactive contrary environment, and the drama of failure or the glory of success because of fictional positioning and not just a stupid random die roll)</p><p></p><p>So if you don't want skeletons to be poisoned and mind thrusted or immobilized foes to be CaGi'ed, then offer official Believability Override rules, which can be tweaked and toggled according to group preferences.</p><p></p><p>Maybe you have a 'plausibility+' supplement of rules that overlays over the core rules, and gives poison and mind control resistance to all undead, and bloodied has a different trigger than exactly half hit points. Maybe you have a group voting mechanism as suggested in another thread. For me, it's not as good as rules built with simulationist leanings from the bottom up, but it's a compromise to 4E's oblivousness to fictional positioning.</p><p></p><p>I love complaining as much as anyone else, but sometimes it's nice to talk about solutions too <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=":)" /></p></blockquote><p></p>
[QUOTE="LurkAway, post: 5756112, member: 6685059"] This really intrigues me... On one hand, there have been suggestions that if it suspends belief to use a power a certain way (ie., using CaGI to 'mind control' the Planesailing Wizard to go Rarr!!! and attack with a puny dagger), then don't use it. OTOH, as per your example above, the rules status quo seems to be: It's just a game, just use the power because you can, because the rules say so. What if there was an Official Rule on Page 42 that states: If the power doesn't seem to make sense, don't use it. Or: the rules describe what [I]can[/I] happen, not what [I]must[/I] happen. I know this goes completely contrary to the philosophy of Say Yes/Just Make It Work, but that's exactly part of the "realism" problem for many people. (Plus you're missing out on all the strategy and tension of the conflict between striving to do something vs a reactive contrary environment, and the drama of failure or the glory of success because of fictional positioning and not just a stupid random die roll) So if you don't want skeletons to be poisoned and mind thrusted or immobilized foes to be CaGi'ed, then offer official Believability Override rules, which can be tweaked and toggled according to group preferences. Maybe you have a 'plausibility+' supplement of rules that overlays over the core rules, and gives poison and mind control resistance to all undead, and bloodied has a different trigger than exactly half hit points. Maybe you have a group voting mechanism as suggested in another thread. For me, it's not as good as rules built with simulationist leanings from the bottom up, but it's a compromise to 4E's oblivousness to fictional positioning. I love complaining as much as anyone else, but sometimes it's nice to talk about solutions too :) [/QUOTE]
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