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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8679719" data-attributes="member: 7025508"><p>I fully recognise that how D&D assigns rules to fluff is rather haphazard. I don't think there isn't any simulationist intent at all, there clearly is. Frost giant has way higher strength score than a drow priestess of Lolth even though they're same challenge rating. That is simulating giants being big and strong and the drow not.</p><p></p><p>But when I say that I wish D&D was a tad more simulationist., I merely mean that I wish that the consistency of how the numbers and rules correspond to the concepts they're supposed to be representing was given a higher priority. I don't mean creating seven thousand needlessly detailed charts to cover myriad interactions. Basically, clearly decide what the fiction you're representing is (for example is a 15 level fighter a Navy Seal or a Mythic Hero with superhuman prowess) and then assign the rules that represent these concept consistently across the whole game. If a bear has Str 19, then it also means that a person with Str 20 is stronger than <em>a bear in the fiction!</em> If you don't want that fiction, then change the numbers!</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8679719, member: 7025508"] I fully recognise that how D&D assigns rules to fluff is rather haphazard. I don't think there isn't any simulationist intent at all, there clearly is. Frost giant has way higher strength score than a drow priestess of Lolth even though they're same challenge rating. That is simulating giants being big and strong and the drow not. But when I say that I wish D&D was a tad more simulationist., I merely mean that I wish that the consistency of how the numbers and rules correspond to the concepts they're supposed to be representing was given a higher priority. I don't mean creating seven thousand needlessly detailed charts to cover myriad interactions. Basically, clearly decide what the fiction you're representing is (for example is a 15 level fighter a Navy Seal or a Mythic Hero with superhuman prowess) and then assign the rules that represent these concept consistently across the whole game. If a bear has Str 19, then it also means that a person with Str 20 is stronger than [I]a bear in the fiction![/I] If you don't want that fiction, then change the numbers! [/QUOTE]
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On simulating things: what, why, and how?
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