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<blockquote data-quote="tx7321" data-source="post: 3341294" data-attributes="member: 43146"><p>D&D and many FRPGs are like reality because the laws of nature (for the most part) apply. If you throw an apple up in the air it will come down. All the players walk to the table with the same shared view of the reality your going to be in (a fantasy land with magic and dragons), and agree this is "playing make believe time" in an organized fashion, and within 1 persons general description. </p><p></p><p>The rules you use to determine the order in which things go, and when things die in combat is what the rules cover. Besides being a way to randomize what things happens when, they really don't matter at all (the DM could make it up in his head). All that matters is that everyones there sharing the same understanding of the fantasy setting. </p><p></p><p>1E had a minute long combat sequence. Thats about as crazy as you can get. Still, it works very well because it resolves who wins and who looses. And in 1E's case it does it "better" IMHO then 3E because it uses tables and house rules to mystify (thus de-gamify it to the player) the experiance. The player should feel a since of control (rolling dice) but shouldn't be able to calculate everything too clearly. </p><p></p><p>Also, the rules do need to simulate reality a bit. For instance, it should be easier to jump over a 4 foot pit then a 12 foot pit. It should be easier to hit someone in no armor then to hit someone in plate with knowledge on how to use it. So, its a combination of "realism" and what you would expect with abstraction.</p></blockquote><p></p>
[QUOTE="tx7321, post: 3341294, member: 43146"] D&D and many FRPGs are like reality because the laws of nature (for the most part) apply. If you throw an apple up in the air it will come down. All the players walk to the table with the same shared view of the reality your going to be in (a fantasy land with magic and dragons), and agree this is "playing make believe time" in an organized fashion, and within 1 persons general description. The rules you use to determine the order in which things go, and when things die in combat is what the rules cover. Besides being a way to randomize what things happens when, they really don't matter at all (the DM could make it up in his head). All that matters is that everyones there sharing the same understanding of the fantasy setting. 1E had a minute long combat sequence. Thats about as crazy as you can get. Still, it works very well because it resolves who wins and who looses. And in 1E's case it does it "better" IMHO then 3E because it uses tables and house rules to mystify (thus de-gamify it to the player) the experiance. The player should feel a since of control (rolling dice) but shouldn't be able to calculate everything too clearly. Also, the rules do need to simulate reality a bit. For instance, it should be easier to jump over a 4 foot pit then a 12 foot pit. It should be easier to hit someone in no armor then to hit someone in plate with knowledge on how to use it. So, its a combination of "realism" and what you would expect with abstraction. [/QUOTE]
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