howandwhy99
Adventurer
I don't happen to believe thinking in rules vs. thinking in terms of the world is irrelevant. In abstract, let's say your character's to-hit ability is a +3. That is pretty good. You know from playing the game that you get 3 more points on that d20 roll when you try and hit something. Small things are harder to hit as are touch and armored. But all that may mean nothing when it is a ring you're trying to catch on the end of your epee. What are the rules for that in 3e? Do you have any idea how difficult that might be? What should the rule be to accurately represent the real world difficulty?Majoru Oakheart said:There most certainly ARE rules in the real world. Pick up a physics book and you have a list of many of them right there. I don't have to KNOW the laws of physics to be affected by them. I can even know the basics of them without ever having learned about them at all.
The idea is that from the time I'm born, I'm learning the "rules" one step at a time. I learn that when I move in the right way I can stand and walk. I know that depending on how I throw something, the further it goes and I know about how good I am at aiming at something when I throw it. I can practice at something and get better at it.
I know approximately how heavy rock is and how much of it I can pick up based on my previous experience. I know that when I get cut I bleed and that getting cut by some things or in some places hurts me more.
All of those are "rules". Whether I think of them as "That can has an ac of 9 and I have +8 to hit and a rock has a range increment of 10 feet so I know I can hit the can with a thrown rock at 10 feet 95% of the time" or "I know I can hit that can over there almost every time with these rocks since I've practiced with them" is fairly irrelevant. One is just rules speak for the same thing.
The real difference comes down to consistency and speed. If I put a draw a small can on a table on the battlemat and put down my miniature 10 feet away from it then without any input from the DM whatsoever I can assess my chances of hitting it. I know that Diminutive objects get a bonus to their ac for being small. I know that inanimate objects aren't moving so have a Dex of 0, making a medium sized object AC 5 to hit. So I know that the can is around AC 9, so I can figure out (at least close) my chance to hit. That math is fairly easy for me, so I can do it in a second or two and make up my mind if I want to throw that rock or not.
The other way requires me to think "Would my character be good at throwing rocks? I think so, he probably spent his days sitting by the lake and throwing rocks at the logs in the lake." So, then I need to ask the DM "How far away is the can?" The DM tells me "Not too far, around 10 ft." I think "10 feet? Well, with how much practice I've had, that should be a piece of cake." The DM is thinking "I remember trying to throw rocks when I was a kid. It's HARD, I could never hit anything with them no matter how hard I tried. At 10 feet, it's likely there's only a 10% chance that he could possibly hit it." So I make the roll, get a 17 and the DM tells me "You miss". I get completely baffled because in MY mind that was easy.
See how that works? Real world representation is the key. Yes, it will be the DM and original game designer's interpretation of what best works, but as a Player you can always bring up how a 17 not hitting that small stone seemed very odd. And the Ref might confer with you afterward about making the rule better.
On the other hand, the Ref might agree with you, "very odd". And all of a sudden you have to start thinking maybe something more is going on here than meets the eye. So you start inspecting it. Was it a glamoured hummingbird? Did the Ref's description of what happened when you missed any clue? Or is one going to attempt to rule lawyer the game from the player's seat?
I'm not saying "You all must play this way". I'm suggesting that playstyles, like mine, may be obsolete in the next version of the game. And I hope they aren't. I have heard both encouraging and discouraging hints.Err...why not? What if I want to play a game where I'm a powerful archmage? Would I still not know the "rules of how magic works"? Why do all games require I start completely incapable of knowing what my own abilities do? Why would I cast a spell not knowing if it might blow me up instead of what I wanted it to do?
IME, playing the game as a learning game means the Players can't jump ahead. One can't pretend to know the whole of the time and space as Multiverse Emperor Eternal. The world is learned as the Players/Characters explore. This is a major part of the game for me. This style includes magic and how it works. How many iterations of magic are there? Who's to say they work the same everywhere? Even in our world few people claim to hold the absolute truth on anything. And then it's normally in regard to the unprovable. How I like to play neither the Players nor the Characters know the the absolute truth either. They can think they do, and get pretty darn close to a correspondence theory of truth, but it is always an in-character belief.
If a group were to start a high level game, then they would need to know what their characters knew prior to play. That means a lot of knowledge read vs. played.
Casting Detect Magic would allow a caster to actually learn what auras meant, for one. Yes, it is possible your mentor told you what these meant beforehand. But where's the fun in that? Why bother exploring the world, if you already know what it holds? The point to remember here is: this is not a modern world. Knowledge is rarely common, abundant, jointly agreed upon, or carelessly disseminated. It's as much a treasure as the bouncing baubles that have auras.So what would be the point of casting Detect Magic if I have no idea that the colors mean? Also, where did I learn magic from? Did the person who taught me ever figure out what the colors meant? If so, what did he say when I asked him? How long has magic been around? If it's passed down from person to person did ANY of the people who cast it since the beginning of time ever figure out what the colors meant?
If I was told any of this information while I was learning magic, could you tell me what it is now so I can write it down in a list to remind me for later? Maybe I'll even compile a book of all the information my character knows from his time before the campaign begins. Then, as I discover new magic and I cast it and see how it works, I'll write the results in the book for later as well. Maybe I'll call it a Player's Handbook. That sounds like a good name for it.
RE: PHBs. As you describe them, I call those "Player's Character Sheets" and that is a great deal of what's on them. Of course these exist for NPCs too. Books.
Relying on shared assumptions to all be true would rarely work. Thankfully, the real world, IMHO, actually has a single truth to it. A "reality" so to speak. And it doesn't care about my assumptions about it. In the game, the Ref's judgment and consistent application of the rules are the "game's reality". Knowing that BASIC reality is generally as shared as your and I's beliefs about what "green" or "tree" means. And judging in character how long a fire takes to burn is random.. and requires a roll. So would anything that has element of assumption to it. But trying to live without some assumption would be downright impossible. Who knows if the PC's roll meant the Ref's answer was truthful anyways?Sure, they'd understand the CONCEPT easily. It's the most basic form for make believe that almost everyone does when they are kids. However, how well it WORKS is dependent on the quality of the group.
You would have no fun with me as one of your players. I would be constantly asking you questions about things that you are POSITIVE are common sense and that I should know. This is because, in my experience, relying on everyone having the same assumptions never works.
For instance, one person will think that a wooden building takes 30 seconds to burn down entirely and another one will think it takes 12 hours because neither of them have actually sat and watched a building burn down. So they each go to the only points of reference they have. Player A thinks of that movie he watched where someone had to run out of the building really quickly to avoid the whole place coming down on him. Player B remembers a movie on fire fighters that had them walking through a building for a couple of hours looking for the point of origin. Each one is convinced that they are the one that is right. It is extremely important to the character's life if the roof came down and crushed him before the rest of the group could get there or not.
This is why we have rules. So, when there aren't any, I'd spend all the time in the game asking questions like the above ones on magic.