Argyle King
Legend
The problem is, and this seems to be especially a problem with D&D, is that "common sense" is not common. Does a fireball suck all the oxygen out of an area if cast underground? It says it melts metals; how hot does it leave them? Instantaneously heating a metal to its melting point and reducing it to below that would have no effect, so it's got to be hot for a while. So our swords that were in the range of a fireball should be superheated and do extra damage when we hit now, right? (That makes perfect sense, but it's the type of common sense DMs hate. The turn-around, that the weapons are too hot to hold, doesn't help the DM, as then monsters will be forced to drop their weapons with a fireball.)
I don't know how I feel about a suddenly appearing can't trip oozes rule. I do know that "common sense" rulings like that tend to annoy the heck out of me as a player, because they suddenly change the world my character was living in and planning in, and in practice on the fly common sense rulings don't seem to make things make more sense.
You want common sense in D&D, you can play E6 or something similar. You can't be hostage to stupidly literal readings, but a lot of the rules in D&D are written to be gameable, not simulations.
I think part of the problem is focusing on how D&D explains (or doesn't) those things.
Personally, I like the fact that some of the games I play try to have a little bit of 'common sense' in the rules. For example, in GURPS, metal armor isn't very effective against the lightning bolt spell. It's a small detail, but one I like, and it adds to the game experience for me.
I see a lot of comments in this discussion which bring up D&D 4E and tactics. I've had a lot of fun with 4E, but I find it strange that people view it as a 'tactical' game. Barely any of the 'tactics' I use when playing my 4E characters are tactics I would expect to use in combat and hope to survive; I've stated elsewhere that I feel 4E rewards using tactics which I feel would be bad tactics during a combat. (...and, yes, to answer the inevitable question, I have been in combat.)
I completely agree that fantasy is not the same as reality. However, I see no reason why that means there cannot be some manner of ballpark baseline for how things work that makes sense. When an epic tier ooze in D&D 4E has a high charisma score, what does that really mean beyond the level of the creature saying it should have that score? I think that is where I find disassociation... the way the game is described and portrayed really has no meaning to me beyond the way the metagame parts of the system categorize things.
As far as the narrative goes, I also don't understand the idea that simulation somehow kills the narrative. Back on page one there was an example given about a mech game with lasers doing damage... rerouting power; etc. Maybe I'm wrong, but it seems to me that was more-or-less what drove the narrative for a lot of Star Trek episodes; the crew struggling to hold the ship together and rerouting power. Also, for me, the story of someone like Audie Murphy is far more interesting than any DBZ episode I've ever watched.
I have a hard time separating "sim" and "narrative" in these discussions because -for me- I often view them as being the same thing. The sim is the means through which I create the narrative.