mamba
Legend
works both ways, except for the justification…When you are coming in and telling others they can't have their fun because it's unrealistic, it's on you to show why their fun is wrong.
works both ways, except for the justification…When you are coming in and telling others they can't have their fun because it's unrealistic, it's on you to show why their fun is wrong.
pretty much…Is that what I argued?
and then your 'not radically different' was still always 'drastically different'...Humans having such mixed ancestry--with genuinely fantastical beings that couldn't possibly live in our universe--is a pretty clear reason for saying that they may LOOK like IRL humans, but they are not actually IRL humans. Their limitations should be different. Perhaps not radically different, but different nonetheless.
and then went right on to say that in most worlds they are not restricted to earthly limitationsI said we cannot make assumptions.
This is an assumption on your part not actually supported by either the text or the world-building of most games
the null hypothesis is we have no evidence for difference, therefore we should not assume anyThe null hypothesis IS NOT "we have no evidence for difference, thus they are exactly the same." The null hypothesis is, "we have no evidence for difference, thus we cannot make a claim."
Maybe use a more abstract system with like 'stones' as weight?Agreed, but unfortunately we're kinda stuck with a numerical abstraction for encumbrance (which even then only ever looks at weight, not bulk) and so having precise weights for everything at least allows a player (or DM) to roughly eyeball it and realize they're carrying too much, while still allowing those who want to track it to the ounce to do so.
Oh now that's an interesting application.The biggest food-water headaches I ever see come when PCs rescue a whole bunch of prisoners or slaves who have no resources of their own, and have to find a way to feed them for the two weeks it'll take to get back to town.
Slots could be interesting. You'd need a bit more tactile elements to make tracking easier but it's the sort of thing that could let you check your encumbrance at a glance.There are other mechanical options, though. Slot-based encumbrance systems have gotten a ton of play in the OSR space in the last fifteen years. The Usage Die from The Black Hack allows for abstracted depletion of resources and the possibility of them running out at an unexpected or inopportune time, which is the sort of thing which happens in heroic fiction and provides dramatic complications.
I don't think we're "stuck" with encumbrance by weight (which so many people find tedious) unless the designers just refuse to try something else.
Because the DMG is not a Dungeon Masters guide. It's a Conversion Manual.Sure. That's 5e's modus operandi. The DMG is littered with """helpful""" """advice""" that, in almost every case, amounts to, "You could do X. Or you could do not-X. It's up to you as DM!" Sometimes with an optional, "You could strike a middle ground, or do some third thing instead."
Why would you need to do that? Why would it be necessary to explain every individual spell?
Seriously, what on Earth makes you think such ridiculous extremes could even remotely be necessary or even useful?
When you are coming in and telling others they can't have their fun because it's unrealistic, it's on you to show why their fun is wrong.
If you don't want that in your game, that's fine. Do what you like. But when we start designing games around this need for "realism" that doesn't even actually reflect reality--let alone the clear requirements of the fictional space in question!--the burden is upon those who want to put in limits, not on those who want to reserve judgment and let each group make up their own mind.
Which is, and remains, the huge problem. One set of character options is adamantly required to remain bound beneath an incredibly strict, unrealistically weak set of limitations, while the other is given carte blanche to warp reality nearly as they see fit.
Captain America and Black Panther are both enhanced beyond biological normal standards.
Now if 5e says a 10th level fighter chugged enough magic potions that they are magic, that would be 5e making a stance.
5e doesn't make a stance. It's almost annoyingly wishy washy.
No. Not even a little. Again, read what I said. I repeatedly said we couldn't make assumptions, that we had to avoid claims.pretty much…
No! That's not at all what I said!and then went right on to say that in most worlds they are not restricted to earthly limitations
No. That is flatly, absolutely wrong. Look it up.the null hypothesis is we have no evidence for difference, therefore we should not assume any
This is...genuinely kind of depressing. But you're right.Because the DMG is not a Dungeon Masters guide. It's a Conversion Manual.
"You can roll for everything, roleplay out everything, or something in the middle"
Does it explain how 5e works if you roll for everything?
Does it describe what changes the game has if you roleplay out actions instead of using character features and modifiers?
Does it give a clear example of the middle path of rolling and rolling?
Nah. Because the DMG was written just as quick examples of converted content of older editions and a validation for DMs to run whatever way they want. That's why it has pages and pages of Planes content
It's just there to remind DMs of what the FR planes are.
I just don't agree and tons of fantasy doesn't agree. Huge amounts of heroic fantasy and myth and legend doesn't give any particular reason that heroic (Greek sense) characters are heroic. If they like have weird-ass special powers, like Achilles being literally immune to damage, sure. But if they're just exceptionally fast, strong, brave, intelligent, quick-healing (but not regenerating), lucky, wise etc. it's just very often just put down to them being who they are.Because you can't have fantastical things that look exactly like non-fantastical ones without calling out that point, in my view.
So much of it doesn't.where so much of the most well-known work in the genre (@Ruin Explorer 's modern list not withstanding) does call out the supernatural?
Because you want science-fantasy or ultra-grounded fantasy to be the only things allowable for D&D, you want A Princess of Mars or maybe at most The Name of the Wind or A Game of Thrones, and a lot of people want fantasy - which includes elements of myth and legend, elements of mystery and the unknowable and the truly supernatural, not merely "super-measurable and well-defined magic powers that might as well be science", they want Lord of the Rings, Earthsea, the Greek myths, the Arthurian legends, Conan the Barbarian, Tigana, The Last Unicorn, The Princess Bride, Circe, The Dark Tower and so on - stuff where people with no identifiable magic powers do things which are impossible or near to it, where magic isn't just science, where people sometimes go beyond what anyone thought they could do.I really don't get where this resistance is coming from.
This is why the DMG has been so roundly criticised, though. It's absolute trash. Easily and by far the worst DMG D&D has ever had (note 4E, whatever else you think of it, had a pretty great DMG, and amazing DMG2, a couple of pages re: Sigil aside). Notably even Crawford criticised it, IIRC, which I don't think he's really ever done before re: a 5E product. Honestly it would have doomed new players playing 5E if it wasn't for the fact that Critical Role etc. got big, and essentially taught people how to DM at a very high level (one nearly impossible to fully emulate, but you can still learn from it) in a way that the DMG utterly failed to do.Because the DMG is not a Dungeon Masters guide. It's a Conversion Manual.
"You can roll for everything, roleplay out everything, or something in the middle"
Does it explain how 5e works if you roll for everything?
Does it describe what changes the game has if you roleplay out actions instead of using character features and modifiers?
Does it give a clear example of the middle path of rolling and rolling?
Nah. Because the DMG was written just as quick examples of converted content of older editions and a validation for DMs to run whatever way they want. That's why it has pages and pages of Planes content
It's just there to remind DMs of what the FR planes are.