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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7390088" data-attributes="member: 29398"><p>As am I, if those rules make sense. If they don't...if I'm the DM I beat them into submossion until they do, and if I'm a player I'll try to get the DM to see how they don't make sense and then leave it up to her to change them.</p><p></p><p>Which makes sense, as (except in the most unusual of cases) the average PC would have no in-game way of knowing how her divine luck was running at any given time.</p><p></p><p>Which - and here I'm going to sound like you! - doesn't make sense from a player-agency perspective, never mind that of realism.</p><p></p><p>That could explain an error of one or two but not 12, which is over half a quiver's worth - any PC with intelligence higher than that of a shoe will notice that many bolts missing while gearing up for the morning's travels... "Gee, this quiver seems light...hey! Who stole my bolts?!"</p><p></p><p>And these plot points can be used later as in the iron spikes example. OK.</p><p></p><p>I can see how it works as a game system (gamist*) but find myself deal-breakingly disappointed in the realism (simulationist*) side of it.</p><p></p><p>* - words used in their common meaning as opposed to anything the Forge uses them for.</p><p></p><p>Perhaps.</p><p></p><p>My preference for detail doesn't entirely match that of early D&D - I never used weapon speed or weapon-vs.-armour type, I long ago kinda gave up on worrying about encumbrance except in egregious cases and-or at very low levels to set the tone; but I'm fussier about time-distance issues, long-term injuries and near-death situations. Ideally I'd like a much higher level of detail but at some point comes the need to sacrifice detail in order to give a playable game at the table, and for me the pre-3e D&D level is on the whole a reasonable compromise most of the time.</p><p></p><p>It's interesting that you bring up AC and armour as your example, as that's one area likely to undergo major surgery - as in, a complete stem-to-stern rebuild - the next time (if ever!) I change campaigns or worlds: in some ways what we have is too fussy for what I'd like, in others - partly including your examples above - it's not fussy enough; and in either case it gets unwieldy at higher levels.</p><p></p><p>Both the Cortex+ Heroic version and your version are to me different ways of saying "handwave it", and - more tellingly - both take it out of the player's control.</p><p></p><p>Lan-"fortunately I've probably still got a few years while my current campaign plays out before I have to think too much about major rules surgery"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7390088, member: 29398"] As am I, if those rules make sense. If they don't...if I'm the DM I beat them into submossion until they do, and if I'm a player I'll try to get the DM to see how they don't make sense and then leave it up to her to change them. Which makes sense, as (except in the most unusual of cases) the average PC would have no in-game way of knowing how her divine luck was running at any given time. Which - and here I'm going to sound like you! - doesn't make sense from a player-agency perspective, never mind that of realism. That could explain an error of one or two but not 12, which is over half a quiver's worth - any PC with intelligence higher than that of a shoe will notice that many bolts missing while gearing up for the morning's travels... "Gee, this quiver seems light...hey! Who stole my bolts?!" And these plot points can be used later as in the iron spikes example. OK. I can see how it works as a game system (gamist*) but find myself deal-breakingly disappointed in the realism (simulationist*) side of it. * - words used in their common meaning as opposed to anything the Forge uses them for. Perhaps. My preference for detail doesn't entirely match that of early D&D - I never used weapon speed or weapon-vs.-armour type, I long ago kinda gave up on worrying about encumbrance except in egregious cases and-or at very low levels to set the tone; but I'm fussier about time-distance issues, long-term injuries and near-death situations. Ideally I'd like a much higher level of detail but at some point comes the need to sacrifice detail in order to give a playable game at the table, and for me the pre-3e D&D level is on the whole a reasonable compromise most of the time. It's interesting that you bring up AC and armour as your example, as that's one area likely to undergo major surgery - as in, a complete stem-to-stern rebuild - the next time (if ever!) I change campaigns or worlds: in some ways what we have is too fussy for what I'd like, in others - partly including your examples above - it's not fussy enough; and in either case it gets unwieldy at higher levels. Both the Cortex+ Heroic version and your version are to me different ways of saying "handwave it", and - more tellingly - both take it out of the player's control. Lan-"fortunately I've probably still got a few years while my current campaign plays out before I have to think too much about major rules surgery"-efan [/QUOTE]
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