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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9704591" data-attributes="member: 29398"><p>For WotC-era D&D:</p><p></p><p>Gamist - snap to grid; movement in squares or 5-foot steps; area-of-effect rules</p><p>Gamist - overly-fast hit point recovery through rest; fully-functional at 1 h.p. and dead or dying at 0</p><p>* Narrativist? - hit points as (some degree of) plot protection</p><p>Gamist - cyclic turn-based initiative and combat; strict action economies</p><p></p><p>Some other things most certainly <strong>not</strong> simulationist but I'm not sure where else they fit:</p><p></p><p>No intrinsic stat differences between species (e.g. a Goliath and a Gnome have the same strength range)</p><p>Different rules for PCs vs NPCs in the setting</p><p>* Arbitrary limits on spell preparation, spell casting, ability use, martial maneuver use, etc.</p><p>A lot of things to do with timing and how long certain actions take</p><p></p><p>And that's just off the cuff - there's loads more I've missed, I'm sure.</p><p></p><p>The ones marked with a leading '*' above are those that most people generally accept and live with for playability and-or balance reasons, mostly because changing them involves pretty much rewriting the entire game from scratch. The others are fairly easy to fix.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9704591, member: 29398"] For WotC-era D&D: Gamist - snap to grid; movement in squares or 5-foot steps; area-of-effect rules Gamist - overly-fast hit point recovery through rest; fully-functional at 1 h.p. and dead or dying at 0 * Narrativist? - hit points as (some degree of) plot protection Gamist - cyclic turn-based initiative and combat; strict action economies Some other things most certainly [B]not[/B] simulationist but I'm not sure where else they fit: No intrinsic stat differences between species (e.g. a Goliath and a Gnome have the same strength range) Different rules for PCs vs NPCs in the setting * Arbitrary limits on spell preparation, spell casting, ability use, martial maneuver use, etc. A lot of things to do with timing and how long certain actions take And that's just off the cuff - there's loads more I've missed, I'm sure. The ones marked with a leading '*' above are those that most people generally accept and live with for playability and-or balance reasons, mostly because changing them involves pretty much rewriting the entire game from scratch. The others are fairly easy to fix. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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