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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Lanefan" data-source="post: 6296271" data-attributes="member: 29398"><p>While I recognize it's a game and thus must have a certain amount of game-first considerations e.g. spells-per-day in any form, where it's both possible and relatively easy I'd prefer at least a nod to realism. Some ways this can be done:</p><p></p><p>- a simple note that unless specified otherwise by the rules or DM and-or changed by magic, physics (gravity, gas-liquid-solid interactions, mineral composition, etc.) and other sciences (reproduction, evolution, biology, chemistry, astronomy, light, time, etc.) can be largely assumed to work the ways they do in the real world</p><p>- in combat, rerolling initiative each round (much easier if you use a smaller die e.g. d6 or d8 and allow ties) to simulate the chaos and unpredictability of war</p><p>- in combat, at least a vague mention of facing rules - you can't hold a shield in all directions at once</p><p>- for ridiculous cases such as jumping off a tall building or high cliff, some sort of injury or death rules that flat-out trump simple h.p. damage (3e waved at this with the massive damage rule, one of its better ideas)</p><p>- a body point/fatigue point system to press home that real injuries (body point damage) are more difficult to heal magically and take much longer to heal naturally</p><p></p><p>These are all relatively easy to house-rule in for those as wants them, but I'd still like to see them all in the core game as written if only to set a tone.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6296271, member: 29398"] While I recognize it's a game and thus must have a certain amount of game-first considerations e.g. spells-per-day in any form, where it's both possible and relatively easy I'd prefer at least a nod to realism. Some ways this can be done: - a simple note that unless specified otherwise by the rules or DM and-or changed by magic, physics (gravity, gas-liquid-solid interactions, mineral composition, etc.) and other sciences (reproduction, evolution, biology, chemistry, astronomy, light, time, etc.) can be largely assumed to work the ways they do in the real world - in combat, rerolling initiative each round (much easier if you use a smaller die e.g. d6 or d8 and allow ties) to simulate the chaos and unpredictability of war - in combat, at least a vague mention of facing rules - you can't hold a shield in all directions at once - for ridiculous cases such as jumping off a tall building or high cliff, some sort of injury or death rules that flat-out trump simple h.p. damage (3e waved at this with the massive damage rule, one of its better ideas) - a body point/fatigue point system to press home that real injuries (body point damage) are more difficult to heal magically and take much longer to heal naturally These are all relatively easy to house-rule in for those as wants them, but I'd still like to see them all in the core game as written if only to set a tone. Lanefan [/QUOTE]
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