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Systems That Model The World Rather Than The Story
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<blockquote data-quote="rmcoen" data-source="post: 9162669" data-attributes="member: 6692404"><p>This recent conversation - and another I read recently, very similar - is more about combat than world, but still on the topic of "model the physics, not the story". What was I saying? Oh, right: <em>I</em> love this level of thought and detail; damn, modeling down to the number of grains of powder in the bullet, and its weight vs. the barrel length??? Or, from the other thread (Quora Answer, I think), the level of detailed "the arm has leather, the should has mail, the neck has a gorget, the helm is either open and vulnerable or the solid metal faceplate is down and restricts vision; your movement is 13.6% slower because of your armor weight. You ignore slashing damage of up to 7 points if it hits your torso, or 5 bludgeoning; only 1 from armor piercing, but your silk padding underneath will convert 5 piercing damage to bruising..." etc. etc. etc.</p><p></p><p>I love this. This is what I want from a combat system. I choose my warhammer vs. my sword for these situations, but I carry this warpick just in case I run into a knight or clockwerk golem...</p><p></p><p><em>BUT</em>... I acknowledge that this pretty much requires a computer to handle the combats; too real, too many variables, too many bits and points and if/thens and modifiers to keep track of <em>quickly</em> at the table in a fun way. Incorporating what Thomas Shey just said, lots of attacks that don't hit, or don't inflict meaningful effects, then sudden death/impairment is more "real", whether it's blocking and dodging swords, or hiding and taking cover from bullets, until you <em>don't</em>, and the battle is over. How do you take a detailed realistic (and to me <em>interesting</em>) level of armor or weapon realism... and play a fast meaningful combat? D&D simplifies this into AC and HP (some editions include DR); other TTRPGs have Wound Levels or Stamina, with armor downgrading "hits". But if "reality" is "all those light wounds mean nothing until after the fight"... that's a lot of effort and tracking and modifiers that <em>ultimately</em> detract from the fun of the evening of getting together with friends for a TTRPG. Right?</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9162669, member: 6692404"] This recent conversation - and another I read recently, very similar - is more about combat than world, but still on the topic of "model the physics, not the story". What was I saying? Oh, right: [I]I[/I] love this level of thought and detail; damn, modeling down to the number of grains of powder in the bullet, and its weight vs. the barrel length??? Or, from the other thread (Quora Answer, I think), the level of detailed "the arm has leather, the should has mail, the neck has a gorget, the helm is either open and vulnerable or the solid metal faceplate is down and restricts vision; your movement is 13.6% slower because of your armor weight. You ignore slashing damage of up to 7 points if it hits your torso, or 5 bludgeoning; only 1 from armor piercing, but your silk padding underneath will convert 5 piercing damage to bruising..." etc. etc. etc. I love this. This is what I want from a combat system. I choose my warhammer vs. my sword for these situations, but I carry this warpick just in case I run into a knight or clockwerk golem... [I]BUT[/I]... I acknowledge that this pretty much requires a computer to handle the combats; too real, too many variables, too many bits and points and if/thens and modifiers to keep track of [I]quickly[/I] at the table in a fun way. Incorporating what Thomas Shey just said, lots of attacks that don't hit, or don't inflict meaningful effects, then sudden death/impairment is more "real", whether it's blocking and dodging swords, or hiding and taking cover from bullets, until you [I]don't[/I], and the battle is over. How do you take a detailed realistic (and to me [I]interesting[/I]) level of armor or weapon realism... and play a fast meaningful combat? D&D simplifies this into AC and HP (some editions include DR); other TTRPGs have Wound Levels or Stamina, with armor downgrading "hits". But if "reality" is "all those light wounds mean nothing until after the fight"... that's a lot of effort and tracking and modifiers that [I]ultimately[/I] detract from the fun of the evening of getting together with friends for a TTRPG. Right? [/QUOTE]
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