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<blockquote data-quote="bramadan" data-source="post: 4081174" data-attributes="member: 1064"><p>I think it has been tried before and does not work except as a placebo. </p><p>I was (am) simulationist gamer and I gave up on DnD long ago because it frustrated me out of my mind by its many inconsistencies with any sort of real (or even literary/fictional) world. </p><p></p><p>My admittedly limited personal experience (decent fencer, some archery) as well as any literature I could get hold of, told me just how utterly unrealistic DnD combat is related to anything even remotely done by human beings. Silliness goes to the point where even DnD novels do not follow DnD rules of what can kill people and how because they would seem much to weird. </p><p></p><p>I tried any number of rationalizations and justifications for Hit Points, Armor Class etc including one you are proposing and could not in good consciousness hold to any of them. No matter how you turn it - DnD does not simulate real world, it does not even simulate what happens in books or most fantasy movies. </p><p></p><p>When I realized this I tried bunch of other RP systems with more or less effect and ended up writing up a whole rules-system to go with my campaign setting. I went for literary-fictional instead of "realistic" and so far it works very well and I am GMing a campaign right now using those rules.</p><p></p><p>What am I doing at the 4ed DnD forums then, I can hear you ask. Fact is, my rules (and any other rules that are even remotely simulationist) lead to a style of play that is - no surprise - very similar to how real people behave. That means that lethal combat will be very very rare. (PCs - even the ones with combat skills - will avoid it at all costs because risks of injury and death are considerable). This means that your campaign will be composed of: intrigue, travel, puzzle solving, some chases, investigation and other things of that ilk, with rare sprinkle of very very dramatic combat with potentially campaign ending results. </p><p></p><p>This is great stuff and I love it, however, sometimes it is just fun to play a tactical combat game with persistent character, driven by some sort of plot. </p><p> </p><p>When you feel like scratching that itch you can't do better then DnD and from what I can see so far you cant do better then DnD 4.</p><p></p><p>My advice to you is: simulationist gaming is great, it is demanding on the GM (takes more time and effort to come up with adventures and setting when you cant rely on just throwing some Gnolls at the party) but is fun and rewarding. Don't use DnD for your simulationist gaming needs. Plot driven series of tactical mini games set in a fantasy setting is also great, when you play it forget about the simulation. DnD is awesome at it.</p><p></p><p>To sum it up using DnD for simulationist gaming is like using your stereo system to toast bread - you can almost do it but you will end up with sucky toast and will end up hating your stereo for it.</p></blockquote><p></p>
[QUOTE="bramadan, post: 4081174, member: 1064"] I think it has been tried before and does not work except as a placebo. I was (am) simulationist gamer and I gave up on DnD long ago because it frustrated me out of my mind by its many inconsistencies with any sort of real (or even literary/fictional) world. My admittedly limited personal experience (decent fencer, some archery) as well as any literature I could get hold of, told me just how utterly unrealistic DnD combat is related to anything even remotely done by human beings. Silliness goes to the point where even DnD novels do not follow DnD rules of what can kill people and how because they would seem much to weird. I tried any number of rationalizations and justifications for Hit Points, Armor Class etc including one you are proposing and could not in good consciousness hold to any of them. No matter how you turn it - DnD does not simulate real world, it does not even simulate what happens in books or most fantasy movies. When I realized this I tried bunch of other RP systems with more or less effect and ended up writing up a whole rules-system to go with my campaign setting. I went for literary-fictional instead of "realistic" and so far it works very well and I am GMing a campaign right now using those rules. What am I doing at the 4ed DnD forums then, I can hear you ask. Fact is, my rules (and any other rules that are even remotely simulationist) lead to a style of play that is - no surprise - very similar to how real people behave. That means that lethal combat will be very very rare. (PCs - even the ones with combat skills - will avoid it at all costs because risks of injury and death are considerable). This means that your campaign will be composed of: intrigue, travel, puzzle solving, some chases, investigation and other things of that ilk, with rare sprinkle of very very dramatic combat with potentially campaign ending results. This is great stuff and I love it, however, sometimes it is just fun to play a tactical combat game with persistent character, driven by some sort of plot. When you feel like scratching that itch you can't do better then DnD and from what I can see so far you cant do better then DnD 4. My advice to you is: simulationist gaming is great, it is demanding on the GM (takes more time and effort to come up with adventures and setting when you cant rely on just throwing some Gnolls at the party) but is fun and rewarding. Don't use DnD for your simulationist gaming needs. Plot driven series of tactical mini games set in a fantasy setting is also great, when you play it forget about the simulation. DnD is awesome at it. To sum it up using DnD for simulationist gaming is like using your stereo system to toast bread - you can almost do it but you will end up with sucky toast and will end up hating your stereo for it. [/QUOTE]
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