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Turning 4e into a simulationist game
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4738391" data-attributes="member: 710"><p>So, why does a Rider and a Horse survive a Fireball in your world? Possibly even reliably?</p><p></p><p>Or do you rather not have Fireballs (it's not like "classic" fantasy really uses a lot of them, it's really something that seems to have come out of the wargaming roots of D&D and RPGs...)?</p><p></p><p>---</p><p></p><p>My take on "simulation" with D&D 4 is in my <a href="http://www.enworld.org/forum/blogs/mustrum_ridcully/1292-internally-consistent-d-d-worlds-possible.html" target="_blank">blog</a></p><p></p><p>The problem of "simulationist" is always that you have to ask _what_ you want to simulate. </p><p>Wik, you start this thread as a "generic" simulationist system, but you actually go into specifics for a particular world - for example, you think that using torches and rations are important to simulate and that everburning tourches or everlasting rations are bad for that. But what if you wanted to simulate a fantasy world where these are common place? </p><p></p><p>Before attempting to change anything about a game system, make sure you know what you want to achieve and why. </p><p></p><p>Removing Everburning Torch is not done just for "simulation" - you're simulating something specific, a world where light is not always available and you need to spend some effort for it. </p><p></p><p>So, before you go into simulation, what do you want to simulate? </p><p>- Magic is hard to come by? </p><p>- Magic is hard to come by, but it is inherent in destined individuals (magical items growing with the player characters)</p><p>- Magic is hard to come by, but very powerful (e.g. No At-Will magical abilities, but rituals and daily powers are more powerful</p><p>- Combat is dangerous and risky, you get easily injured. (Change Healing Rules, create real injury effects, diseases or similar effects from injuries, and so on)</p><p>(...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4738391, member: 710"] So, why does a Rider and a Horse survive a Fireball in your world? Possibly even reliably? Or do you rather not have Fireballs (it's not like "classic" fantasy really uses a lot of them, it's really something that seems to have come out of the wargaming roots of D&D and RPGs...)? --- My take on "simulation" with D&D 4 is in my [url=http://www.enworld.org/forum/blogs/mustrum_ridcully/1292-internally-consistent-d-d-worlds-possible.html]blog[/url] The problem of "simulationist" is always that you have to ask _what_ you want to simulate. Wik, you start this thread as a "generic" simulationist system, but you actually go into specifics for a particular world - for example, you think that using torches and rations are important to simulate and that everburning tourches or everlasting rations are bad for that. But what if you wanted to simulate a fantasy world where these are common place? Before attempting to change anything about a game system, make sure you know what you want to achieve and why. Removing Everburning Torch is not done just for "simulation" - you're simulating something specific, a world where light is not always available and you need to spend some effort for it. So, before you go into simulation, what do you want to simulate? - Magic is hard to come by? - Magic is hard to come by, but it is inherent in destined individuals (magical items growing with the player characters) - Magic is hard to come by, but very powerful (e.g. No At-Will magical abilities, but rituals and daily powers are more powerful - Combat is dangerous and risky, you get easily injured. (Change Healing Rules, create real injury effects, diseases or similar effects from injuries, and so on) (...) [/QUOTE]
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