Me too.The folks I game with take readily to the concept of separating out a mechanical condition from an in-game description, so for us "prone" can mean "sprawled inconveniently on its back," and "punch" can mean "grab behind the head, lift halfway up and throw into the ground." One of the nice side effects of this approach is that you effectively gain a wider variety of scenes that happen in an in-character context, while still keeping track of a relatively limited pool of mechanics. Quite fond of that approach, personally.
The other benefit of this approach, aside from elegance and simplicity, is that it shuts down a myriad of other questions that reasonably follow once you ask: how can you knock a snake prone?
Questions like: how can a single man with a sword fight a bear? Or a rhino? Or a dinosaur? I'd bet a lot of gamers wouldn't bat an eye at those match-ups, assuming the man had sufficient fighter levels (or access to 1e Unearthed Arcana -- I recall a lethal 2-dagger fighter w/double specialization from an old AD&D college game). Or what about a gentleman in a robe armed only with his open palms and a surfeit of chi?
But knock a snake prone? Heavens to Betsy, that sure is implausible!
Gamers can be a funny lot vis-a-vis logic (note: I've been as guilty of this as anyone).
Good stuff, TS. The less a system tries to model, the better job it can do. And the more it models, the less it models well -- unless it goes the FATE route and place the focus on narrative outcomes and not the specifics of the acts themselves, which, for some people, is the very definition of modeling something badly/unsatisfactorily.However, one of my take-aways from playing games like d20 Modern is that I prefer systems in which the mechanics specifically reinforce the experience of the game-world. The elegant fencing rules in Flashing Blades, the brutally lethal firearms and knife-fighting rules of Boot Hill - in my experience, these contribute to both genre-emulation and verisimilitude in the game-world in ways that more abstract systems do not, which is one of the reasons I moved away from d20 Modern, still my favorite generic roleplaying game, toward more purpose-built games.
(I'm guessing your Flashing Blades players don't often decide to go bear hunting armed only with rapiers?)
I think D&D, as a rules set, is stuck in the "model a lot, but not all that well" category. It wouldn't be D&D without sword-armed men --and women, and, umm, transgendered PC's!-- squaring off against snakes, bears, silverback gorillas, flying dragons and cubes of pissed-off acid Jello. Neither would it be D&D if the game had a lot of specific rules for fighting non-human sized/shaped things -- that would make it Rolemaster, no?
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