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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Martial arts affecting your GMing style
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="Andor" data-source="post: 4758141" data-attributes="member: 1879"><p>Knowledge of real world martial arts and weapons can inform a game, within limits. But frankly there are pretty sharp limits to how useful it is.</p><p></p><p>Take guns for example. You can take any weapon in the world and break it down piece by piece to come up with maintence and reliability rules with differing factors for which oil you used in what enviroment. And your players will never use it. You can come up with a table listing every possible weapons malfunction, but really there are only two types that matter. Something you can clear in combat like a hangfire or a stovepipe jam, and something you cannot like a broken sear spring or squib load. Whatever the details it still boils down to "Spend your next action to clear the problem" vs "Get another weapon."</p><p></p><p>Likewise you can (easily) figure out for any given weapon the bullet weight, muzzle velocity and windage allowing you to compute exactly how much kinetic energy the bullet has when it hits it's target. All of which is <em>shockingly</em> useless when it come to knowing how the target will respond to being shot. I've heard of police officers taking minor flesh wounds to the arm from a .22 and dropping dead from shock, while Rodger Young took multiple heavy machine gun hits to the chest and still survived and was functional long enough to crawl the the bunker and blow it up. </p><p></p><p>All of which tell me that no system however 'exact and realistic' it's designer thinks it is, is ever going to portray all the complexities of life.</p><p></p><p>I used to play in a D&D group that was also SCA fencers. One day we were discussing called shot rules and decided to suit up and try fighting some bouts while going for specific targets. To our shock we discovered that we really didn't hit any less often, but our defenses went to hell. Since there wasn't really any way to translate that into D&D's entirely equipment based AC system (this was before 3e) we gave up trying to make D&D more realistic and got back to rolling dice.</p><p></p><p>Is D&D realistic? Nope. Is gaining HP as you level up realistic? I dunno. A marine friend of mine has been shot several times. He told me once "The first time I was shot I knew I was going to die. The seventh time it just made me mad." OTOH I don't think he could survive falling off a cliff any better than I could.</p><p></p><p>Food for thought. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Andor, post: 4758141, member: 1879"] Knowledge of real world martial arts and weapons can inform a game, within limits. But frankly there are pretty sharp limits to how useful it is. Take guns for example. You can take any weapon in the world and break it down piece by piece to come up with maintence and reliability rules with differing factors for which oil you used in what enviroment. And your players will never use it. You can come up with a table listing every possible weapons malfunction, but really there are only two types that matter. Something you can clear in combat like a hangfire or a stovepipe jam, and something you cannot like a broken sear spring or squib load. Whatever the details it still boils down to "Spend your next action to clear the problem" vs "Get another weapon." Likewise you can (easily) figure out for any given weapon the bullet weight, muzzle velocity and windage allowing you to compute exactly how much kinetic energy the bullet has when it hits it's target. All of which is [i]shockingly[/i] useless when it come to knowing how the target will respond to being shot. I've heard of police officers taking minor flesh wounds to the arm from a .22 and dropping dead from shock, while Rodger Young took multiple heavy machine gun hits to the chest and still survived and was functional long enough to crawl the the bunker and blow it up. All of which tell me that no system however 'exact and realistic' it's designer thinks it is, is ever going to portray all the complexities of life. I used to play in a D&D group that was also SCA fencers. One day we were discussing called shot rules and decided to suit up and try fighting some bouts while going for specific targets. To our shock we discovered that we really didn't hit any less often, but our defenses went to hell. Since there wasn't really any way to translate that into D&D's entirely equipment based AC system (this was before 3e) we gave up trying to make D&D more realistic and got back to rolling dice. Is D&D realistic? Nope. Is gaining HP as you level up realistic? I dunno. A marine friend of mine has been shot several times. He told me once "The first time I was shot I knew I was going to die. The seventh time it just made me mad." OTOH I don't think he could survive falling off a cliff any better than I could. Food for thought. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Martial arts affecting your GMing style
Top