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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9705392" data-attributes="member: 71699"><p>Suppose that I liked this line of reasoning and applied it to Apocalypse World. So long as I ignore how the rules are supposed to be used, doesn't that mean they're not really supporting a nar approach? In D&D the principles for DM-curation are stated up front in the PHB and in core text directly addressed to DM.</p><p></p><p></p><p>When running D&D as sim, one would take the mechanics to be abstractions representing an imagined reality. That means that the results they give simulate something about the world, and the job of DM is to narrate what. If one were not doing that, then one might not be running D&D as sim.</p><p></p><p></p><p>Do you mean that DM should never inflict damage on a character (change the world) just because a creature hit them and rolled damage dice?</p><p></p><p></p><p>It applies to all ability checks. Examples are provided of trap disarming and persuasion. Missing by 1 or 2 is covered under "Success at a Cost". "Degrees of Success" covers situations where it could matter to know that one roll beat the DC by a greater margin than another, and "Critical Success or Failure" covers nat-20s and nat-1s respectively. </p><p></p><p>Combat is nuanced in other ways. The hit roll outcomes are critical hit, hit or miss, which translate into damage rolls, damage types, and conditions (status effects). That is further structured through initiative, tempo (action economy), movement and position. A miss, for example, matters through cost to tempo (Daggerheart has a rather nifty way of achieving the same thing.) Many find that sort of information sufficiently detailed to narrate from but evidently mileage varies.</p><p></p><p>But is your thought that games are inadequately simulative if their rules don't detail results for every rollable increment?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9705392, member: 71699"] Suppose that I liked this line of reasoning and applied it to Apocalypse World. So long as I ignore how the rules are supposed to be used, doesn't that mean they're not really supporting a nar approach? In D&D the principles for DM-curation are stated up front in the PHB and in core text directly addressed to DM. When running D&D as sim, one would take the mechanics to be abstractions representing an imagined reality. That means that the results they give simulate something about the world, and the job of DM is to narrate what. If one were not doing that, then one might not be running D&D as sim. Do you mean that DM should never inflict damage on a character (change the world) just because a creature hit them and rolled damage dice? It applies to all ability checks. Examples are provided of trap disarming and persuasion. Missing by 1 or 2 is covered under "Success at a Cost". "Degrees of Success" covers situations where it could matter to know that one roll beat the DC by a greater margin than another, and "Critical Success or Failure" covers nat-20s and nat-1s respectively. Combat is nuanced in other ways. The hit roll outcomes are critical hit, hit or miss, which translate into damage rolls, damage types, and conditions (status effects). That is further structured through initiative, tempo (action economy), movement and position. A miss, for example, matters through cost to tempo (Daggerheart has a rather nifty way of achieving the same thing.) Many find that sort of information sufficiently detailed to narrate from but evidently mileage varies. But is your thought that games are inadequately simulative if their rules don't detail results for every rollable increment? [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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