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The terms 'fluff' and 'crunch'
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<blockquote data-quote="Raven Crowking" data-source="post: 2124657" data-attributes="member: 18280"><p>In other words, if you change the fact that falling hurts, you are plaing in a different world, but if you change the <em><strong>degree</strong></em> to which falling hurts, you are not? At what point in the spectrum between "falling 10 ft instantly kills you" and "falling 100 ft causes minimal (1 hp) damage" have you switched worlds? And, if you haven't switched at all, why does removing the damage of that 1 hp (i.e., moving to no damage) make such a difference compared to the oodles of other damage already removed from the system?</p><p></p><p>In real life, physics allows, given sufficient observation and understanding of the rules of physics (which are often not laws, and can change to allow for better modelling of real-world occurances) one should be able to extrapolate from one's knowledge of the current state of things what is both (1) possible and (2) likely to happen. Moreover, if observation does not match prediction, physics assumes that you can theoretically determine at which point either your observation or your understanding failed.</p><p></p><p>If you cannot think of any way in which the rules of an rpg model real-life physics, well, I doubt I can make it any clearer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2124657, member: 18280"] In other words, if you change the fact that falling hurts, you are plaing in a different world, but if you change the [I][B]degree[/B][/I][B][/B] to which falling hurts, you are not? At what point in the spectrum between "falling 10 ft instantly kills you" and "falling 100 ft causes minimal (1 hp) damage" have you switched worlds? And, if you haven't switched at all, why does removing the damage of that 1 hp (i.e., moving to no damage) make such a difference compared to the oodles of other damage already removed from the system? In real life, physics allows, given sufficient observation and understanding of the rules of physics (which are often not laws, and can change to allow for better modelling of real-world occurances) one should be able to extrapolate from one's knowledge of the current state of things what is both (1) possible and (2) likely to happen. Moreover, if observation does not match prediction, physics assumes that you can theoretically determine at which point either your observation or your understanding failed. If you cannot think of any way in which the rules of an rpg model real-life physics, well, I doubt I can make it any clearer. ;) RC [/QUOTE]
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