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<blockquote data-quote="Maxperson" data-source="post: 7485901" data-attributes="member: 23751"><p>I'm sure we just have different thresholds for realism. 49 feet is beyond the pale for me without magic, vestigial wings, or something else to aid the leap. </p><p></p><p></p><p></p><p>For me the added realism is its own payoff. I don't want to mirror reality, but the farther a game gets from reality with regard to the mundane aspects of that game, the less I enjoy it. Realistic vs. unrealistic is not a dichotomy. It's a sliding scale, so moving down the scale a bit more than D&D starts at, towards the most realistic end is where I like to be. </p><p></p><p></p><p></p><p>God forbid a team actually engage in teamwork. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I really, really like PCs that have strengths and weaknesses. I don't feel the need to give crutches to the PCs to compensate for a weakness. Let the weakness have in impact in the game as something to be overcome, whether through a rope, the jump spell, or some other way. For me that adds a great deal more to the game than giving everyone a chance to be successful at everything. </p><p></p><p>Were I to do it that way, I'd make it 1' increments. My preference, though, is to just leave it as is, and that's what I will do when I start running 5e, which should be somewhat soon. I'm excited to start. Back on topic, though, by leaving it unset with DCs and increments, the players are encouraged to come up with ideas like leaping off of rocks, swinging the platforms, etc. Once I have what they describe their character doing, I can rate the DCs and potential ranges very quickly in my head and have the player roll/</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7485901, member: 23751"] I'm sure we just have different thresholds for realism. 49 feet is beyond the pale for me without magic, vestigial wings, or something else to aid the leap. For me the added realism is its own payoff. I don't want to mirror reality, but the farther a game gets from reality with regard to the mundane aspects of that game, the less I enjoy it. Realistic vs. unrealistic is not a dichotomy. It's a sliding scale, so moving down the scale a bit more than D&D starts at, towards the most realistic end is where I like to be. God forbid a team actually engage in teamwork. ;) I really, really like PCs that have strengths and weaknesses. I don't feel the need to give crutches to the PCs to compensate for a weakness. Let the weakness have in impact in the game as something to be overcome, whether through a rope, the jump spell, or some other way. For me that adds a great deal more to the game than giving everyone a chance to be successful at everything. Were I to do it that way, I'd make it 1' increments. My preference, though, is to just leave it as is, and that's what I will do when I start running 5e, which should be somewhat soon. I'm excited to start. Back on topic, though, by leaving it unset with DCs and increments, the players are encouraged to come up with ideas like leaping off of rocks, swinging the platforms, etc. Once I have what they describe their character doing, I can rate the DCs and potential ranges very quickly in my head and have the player roll/ [/QUOTE]
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