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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6300400" data-attributes="member: 6775031"><p>Level (in 4E) and Challenge Rating (in 3E) are just meta-game descriptors. What the giant <em>is</em> - what it can actually <em>do</em> - must remain objective. And that's reflected in its stats - Strength, Will, attack bonus, stealth, etc.</p><p></p><p>A level 8 solo has what? Like +13 to hit? And a level 25 minion is like +30? The specific numbers aren't terribly important. The point is that, all else being equal, when attacking the same target - a moderately experienced paladin with AC 25, for example - the solo will sometimes miss in situations where the minion would not. The solo can certainly <em>survive</em> against successful attacks that the minion cannot.</p><p></p><p>But within the game world, to people actually watching this happen, only one of the two outcomes <em>actually</em> happens. The giant either hits, or it does not. It is either hurt by the paladin's retort, or it is not; and, if it <em>is</em> hurt, then it either drops or it does not.</p><p></p><p>As long as there are multiple game-mechanical ways to represent the same in-game thing, you will have different results depending on which one you use. At that point, it is no longer internally consistent. Thus, to maintain internal consistency and objectivity, there must be exactly one mechanical way to represent any distinct thing; and if there <em>is</em> a different game mechanical representation between two things, then there <em>must</em> be some real, substantive difference between those things as they exist within the objective reality of the game world.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6300400, member: 6775031"] Level (in 4E) and Challenge Rating (in 3E) are just meta-game descriptors. What the giant [I]is[/I] - what it can actually [I]do[/I] - must remain objective. And that's reflected in its stats - Strength, Will, attack bonus, stealth, etc. A level 8 solo has what? Like +13 to hit? And a level 25 minion is like +30? The specific numbers aren't terribly important. The point is that, all else being equal, when attacking the same target - a moderately experienced paladin with AC 25, for example - the solo will sometimes miss in situations where the minion would not. The solo can certainly [I]survive[/I] against successful attacks that the minion cannot. But within the game world, to people actually watching this happen, only one of the two outcomes [I]actually[/I] happens. The giant either hits, or it does not. It is either hurt by the paladin's retort, or it is not; and, if it [I]is[/I] hurt, then it either drops or it does not. As long as there are multiple game-mechanical ways to represent the same in-game thing, you will have different results depending on which one you use. At that point, it is no longer internally consistent. Thus, to maintain internal consistency and objectivity, there must be exactly one mechanical way to represent any distinct thing; and if there [I]is[/I] a different game mechanical representation between two things, then there [I]must[/I] be some real, substantive difference between those things as they exist within the objective reality of the game world. [/QUOTE]
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