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General Tabletop Discussion
*TTRPGs General
Taking Rules to Their Illogical Extremes
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<blockquote data-quote="Staffan" data-source="post: 7823371" data-attributes="member: 907"><p>Back in 3e, the rules for cities lead to absurdities like Waterdeep having thousands of galleons, not to mention billions of chickens, for sale.</p><p></p><p>The trap making rules combined with the crafting rules meant that building a camouflaged pit trap would cost 600 gp in raw material and take a reasonably-skilled craftsman (+10) 45 weeks to build. That's for a 10 ft deep pit.</p><p></p><p>(These two are my favorite examples to bring up when demonstrating that <strong>detailed</strong> rules do not necessarily mean <strong>realistic</strong> rules.)</p><p></p><p>Oh, and in the original version of TORG, you could easily make a regular human character that could run 250 meters in one 10-second combat round. You wouldn't be able to keep up the pace for long, but still...</p></blockquote><p></p>
[QUOTE="Staffan, post: 7823371, member: 907"] Back in 3e, the rules for cities lead to absurdities like Waterdeep having thousands of galleons, not to mention billions of chickens, for sale. The trap making rules combined with the crafting rules meant that building a camouflaged pit trap would cost 600 gp in raw material and take a reasonably-skilled craftsman (+10) 45 weeks to build. That's for a 10 ft deep pit. (These two are my favorite examples to bring up when demonstrating that [B]detailed[/B] rules do not necessarily mean [B]realistic[/B] rules.) Oh, and in the original version of TORG, you could easily make a regular human character that could run 250 meters in one 10-second combat round. You wouldn't be able to keep up the pace for long, but still... [/QUOTE]
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Taking Rules to Their Illogical Extremes
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