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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Neonchameleon" data-source="post: 6304618" data-attributes="member: 87792"><p>You were saying it didn't mean anything before. But down to two or fewer healing surges really <em>does</em> mean something in 4e if you're playing hardball. Three is ... starting to get dangerous. Four just means the <em>next</em> fight might be pretty unpleasant.</p><p></p><p></p><p></p><p>"Game world consistency" is the biggest overstated argument I am aware of. In the single most conformist culture I am aware of we have sumo wrestlers, tattooed yakuza, and gothic lolita schoolgirls as well as salarymen. The world is not only bigger, more interesting, and more wonderful than I imagine - it's bigger, more interesting, and more wonderful than I <em>can</em> imagine. Nine times out of ten decisions made to support the consistency of the gameworld do so at the expense of the <em>believability</em> of the game world as well as at the expense of the fun everyone is having. </p><p></p><p>Yes, it's only nine times out of ten. But in my experience the only time players are unreasonable is when you put their backs to the wall. If they are trying something and you haven't hung the sword of Damocles over them they generally try it because they think it should work - sometimes there are reasons why it wouldn't - but in that case it is imperative that the DM (a) shows why it wouldn't and (b) suggests something close to their goal that might do a lot better.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6304618, member: 87792"] You were saying it didn't mean anything before. But down to two or fewer healing surges really [I]does[/I] mean something in 4e if you're playing hardball. Three is ... starting to get dangerous. Four just means the [I]next[/I] fight might be pretty unpleasant. "Game world consistency" is the biggest overstated argument I am aware of. In the single most conformist culture I am aware of we have sumo wrestlers, tattooed yakuza, and gothic lolita schoolgirls as well as salarymen. The world is not only bigger, more interesting, and more wonderful than I imagine - it's bigger, more interesting, and more wonderful than I [I]can[/I] imagine. Nine times out of ten decisions made to support the consistency of the gameworld do so at the expense of the [I]believability[/I] of the game world as well as at the expense of the fun everyone is having. Yes, it's only nine times out of ten. But in my experience the only time players are unreasonable is when you put their backs to the wall. If they are trying something and you haven't hung the sword of Damocles over them they generally try it because they think it should work - sometimes there are reasons why it wouldn't - but in that case it is imperative that the DM (a) shows why it wouldn't and (b) suggests something close to their goal that might do a lot better. [/QUOTE]
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