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General Tabletop Discussion
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On simulating things: what, why, and how?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8676248" data-attributes="member: 82106"><p>It was generally held by most 4e players/GMs, though not stated anywhere in the rules nor even implied, that the mechanics 'just work as stated' and its up to the GM (usually) to decide on what, if any, fictional situation arises. So, like with the Flail Snail the consensus would be to simply say it gets the prone condition, which then does its standard mechanical 'stuff'. Maybe the snail is tipped over, maybe it is just unable to get its bearings until it spends a move action to reorient. As I say though, the actual game text never demands this, and it would seem that it is perfectly 'legal' for the GM to simply say "nope, the thing cannot be prone!" (and a stat block can say this, wny not). Either way works, though the former way tends to avoid some issues. This of course was a point that was flailed on by a quite a few waves of 'traditionalists'. </p><p></p><p>I think its still what I'd call 'depiction' though. The questions that I always asked myself were things like whether the prone condition might be switched with something else, or how to best depict the difference between a flail snail and a bugbear. I want a game that is articulate, but it needn't be driven directly in a model-like way. Heck, turning prone into dazed cannot really be said to be 'less realistic' can it?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8676248, member: 82106"] It was generally held by most 4e players/GMs, though not stated anywhere in the rules nor even implied, that the mechanics 'just work as stated' and its up to the GM (usually) to decide on what, if any, fictional situation arises. So, like with the Flail Snail the consensus would be to simply say it gets the prone condition, which then does its standard mechanical 'stuff'. Maybe the snail is tipped over, maybe it is just unable to get its bearings until it spends a move action to reorient. As I say though, the actual game text never demands this, and it would seem that it is perfectly 'legal' for the GM to simply say "nope, the thing cannot be prone!" (and a stat block can say this, wny not). Either way works, though the former way tends to avoid some issues. This of course was a point that was flailed on by a quite a few waves of 'traditionalists'. I think its still what I'd call 'depiction' though. The questions that I always asked myself were things like whether the prone condition might be switched with something else, or how to best depict the difference between a flail snail and a bugbear. I want a game that is articulate, but it needn't be driven directly in a model-like way. Heck, turning prone into dazed cannot really be said to be 'less realistic' can it? [/QUOTE]
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On simulating things: what, why, and how?
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