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Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="Manbearcat" data-source="post: 6052320" data-attributes="member: 6696971"><p>@<span style="color: Yellow"><a href="http://www.enworld.org/forum/members/eldritch_lord.html" target="_blank">Eldritch_Lord</a></span></p><p></p><p>I just wanted to let you know that I read your post in full. Based on your answer, suffice to say I'm not even certain that we agree on definitions enough to even have something resembling a constructive conversation here. We're extremely far apart on what Process-Sim is definitionally (my definition of it maps to classic modelling in science which overlaps with Ron Edward's definition) and what it looks like mechanically in game systems that have a true Process Simulation agenda. To do a conversation like this justice I would have to type up quite a bit (and an enormous amount of that would be annoying rehashing of long posts I've already made). The best I can offer you at this point is the below thread. Page 58 and onward (perhaps to 80 or so) have a significant number of posts by myself and many others on this exact issue (intermingled with dissociative mechanics tangentials). My thoughts are all there. The idea of aggregating them and reformatting them makes my stomach turn unfortunately. Best I can do right now is the below link (I've got several posts in the late 60s and early 70s...my apologies):</p><p></p><p></p><p><a href="http://www.enworld.org/forum/d-d-pathfinder/326771-respect-door-expectations-real-reason-5e-cant-unite-base-58.html" target="_blank">http://www.enworld.org/forum/d-d-pathfinder/326771-respect-door-expectations-real-reason-5e-cant-unite-base-58.html</a></p><p></p><p>I will do one thing though and comment on @<span style="color: Yellow"><a href="http://www.enworld.org/forum/members/pemerton.html" target="_blank">pemerton</a></span> 's point. HP are an obscene, gamist abstraction/contrivance for expedience and ease-of-handling and fall apart under scrutiny because that 101 HP warrior can reliably, predictably fall off of that 100 ft cliff and survive 100 % of the time. Thus, that meta-game logic (in play from a PC perspective and from an internal consistency/world-building perspective) is extraordinarily at tension with a world that attempts to be a process-simulator for real-world biophysics. Citing real world anomalies (gross, gross, gross anomalies at that...the percentage of times a human would survive a ten story fall is astronomically low) is unresponsive to the issue.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6052320, member: 6696971"] @[COLOR=Yellow][URL="http://www.enworld.org/forum/members/eldritch_lord.html"]Eldritch_Lord[/URL][/COLOR] I just wanted to let you know that I read your post in full. Based on your answer, suffice to say I'm not even certain that we agree on definitions enough to even have something resembling a constructive conversation here. We're extremely far apart on what Process-Sim is definitionally (my definition of it maps to classic modelling in science which overlaps with Ron Edward's definition) and what it looks like mechanically in game systems that have a true Process Simulation agenda. To do a conversation like this justice I would have to type up quite a bit (and an enormous amount of that would be annoying rehashing of long posts I've already made). The best I can offer you at this point is the below thread. Page 58 and onward (perhaps to 80 or so) have a significant number of posts by myself and many others on this exact issue (intermingled with dissociative mechanics tangentials). My thoughts are all there. The idea of aggregating them and reformatting them makes my stomach turn unfortunately. Best I can do right now is the below link (I've got several posts in the late 60s and early 70s...my apologies): [URL]http://www.enworld.org/forum/d-d-pathfinder/326771-respect-door-expectations-real-reason-5e-cant-unite-base-58.html[/URL] I will do one thing though and comment on @[COLOR=Yellow][URL="http://www.enworld.org/forum/members/pemerton.html"]pemerton[/URL][/COLOR] 's point. HP are an obscene, gamist abstraction/contrivance for expedience and ease-of-handling and fall apart under scrutiny because that 101 HP warrior can reliably, predictably fall off of that 100 ft cliff and survive 100 % of the time. Thus, that meta-game logic (in play from a PC perspective and from an internal consistency/world-building perspective) is extraordinarily at tension with a world that attempts to be a process-simulator for real-world biophysics. Citing real world anomalies (gross, gross, gross anomalies at that...the percentage of times a human would survive a ten story fall is astronomically low) is unresponsive to the issue. [/QUOTE]
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Warlord as a Fighter option; Assassin as a Rogue option
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