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Which RPGs best model real-world skill development?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9628749" data-attributes="member: 18"><p>I don't think D&D is remotely going to be a good model for "real-world skill development", so I'm not sure why you used it in your worked example.</p><p></p><p>D&D's HP system is entirely at odds with anything real-world, because of the near-linear increase (and whatever view you have on it representing, there's nothing real-world that works like that).</p><p></p><p>Likewise 5E's Proficiency Bonus, if anything, scales too slowly and weakly, skill-wise, because it's a pretty small actual difference.</p><p></p><p>Further, your examples are not right - an "elite military operative" does not remotely take "15 years" of training. They take less than 5, often less than 3 for their combat training. You think a guy with 15 years of experience and training can, in real life, move faster and make more strikes in the same time than someone with 5 years? Very unlikely. The veteran probably got more tricks and more real-world experience, but those aren't likely to benefit him in close combat <em>in most cases</em> - they're more likely to be beneficial in planning operations, or anticipating what will happen next.</p><p></p><p>Also, you can't say "real world" and then refer to Game of Thrones a bunch - it's absolute fantasy - and that very much includes people like Sir Barristan Selmy. He is not a realistic or particularly plausible character, no matter how badass and cool he might be. So chuck that stuff out.</p><p></p><p>If you really want "modelling real world skill development", you're going to need something where skills develop very rapidly at first, and then taper off steeply, but with the ability to learn new techniques, which wasn't really linked to time or experience, merely those techniques being presented to you (and having some weeks or months to learn them). Almost nothing humans can do really takes more than few years to actually learn the vast majority, and the real skill gain after that tends to be small and to be more "meta".</p><p></p><p>I don't think any RPGs actually operate this way? But I could be wrong.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9628749, member: 18"] I don't think D&D is remotely going to be a good model for "real-world skill development", so I'm not sure why you used it in your worked example. D&D's HP system is entirely at odds with anything real-world, because of the near-linear increase (and whatever view you have on it representing, there's nothing real-world that works like that). Likewise 5E's Proficiency Bonus, if anything, scales too slowly and weakly, skill-wise, because it's a pretty small actual difference. Further, your examples are not right - an "elite military operative" does not remotely take "15 years" of training. They take less than 5, often less than 3 for their combat training. You think a guy with 15 years of experience and training can, in real life, move faster and make more strikes in the same time than someone with 5 years? Very unlikely. The veteran probably got more tricks and more real-world experience, but those aren't likely to benefit him in close combat [I]in most cases[/I] - they're more likely to be beneficial in planning operations, or anticipating what will happen next. Also, you can't say "real world" and then refer to Game of Thrones a bunch - it's absolute fantasy - and that very much includes people like Sir Barristan Selmy. He is not a realistic or particularly plausible character, no matter how badass and cool he might be. So chuck that stuff out. If you really want "modelling real world skill development", you're going to need something where skills develop very rapidly at first, and then taper off steeply, but with the ability to learn new techniques, which wasn't really linked to time or experience, merely those techniques being presented to you (and having some weeks or months to learn them). Almost nothing humans can do really takes more than few years to actually learn the vast majority, and the real skill gain after that tends to be small and to be more "meta". I don't think any RPGs actually operate this way? But I could be wrong. [/QUOTE]
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