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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9017750" data-attributes="member: 42582"><p>5e uses bounded accuracy for the d20-based component of the rules; but then for two components of the system it uses extremely "unbounded" maths - hit points, which provide the "clock" for combat resolution; and spell (and similar magical) effects.</p><p></p><p>So when resolution engages d20s only (eg most ability/skill checks) it is bounded; but when it involves combat or injury it is not bounded; and when it involves spell effects it is not bounded.</p><p></p><p>The apparent result is all the classic stuff that to me makes no sense - eg mid-level wizards can pick themselves up after falling unexpectedly down a pit, or being clocked sidewise by a bugbear's club; but can't run a hurdle race or jump a pit or lift a heavy load. And high level fighters are superhuman when fighting dragons, but pretty mundane when commanding troops. They have the hand-eye and muscular coordination to fight like two or more ordinary people (Extra Attack, Action Surge) but not to pick pockets or walk tightropes or even throw javelins (which have the same range for a high level fighter as a low level <whoever has javelin proficiency>.</p><p></p><p>To relate this to the OP: the fiction that 5e seems to give rise to, when its rules are applied so as to mediate and ease negotiation, is not one that I can easily assent to. In comparison, 4e makes sense to me: at Heroic tier it generates recognisably heroic adventure fiction, and at Paragon and even moreso Epic it just goes nuts!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9017750, member: 42582"] 5e uses bounded accuracy for the d20-based component of the rules; but then for two components of the system it uses extremely "unbounded" maths - hit points, which provide the "clock" for combat resolution; and spell (and similar magical) effects. So when resolution engages d20s only (eg most ability/skill checks) it is bounded; but when it involves combat or injury it is not bounded; and when it involves spell effects it is not bounded. The apparent result is all the classic stuff that to me makes no sense - eg mid-level wizards can pick themselves up after falling unexpectedly down a pit, or being clocked sidewise by a bugbear's club; but can't run a hurdle race or jump a pit or lift a heavy load. And high level fighters are superhuman when fighting dragons, but pretty mundane when commanding troops. They have the hand-eye and muscular coordination to fight like two or more ordinary people (Extra Attack, Action Surge) but not to pick pockets or walk tightropes or even throw javelins (which have the same range for a high level fighter as a low level <whoever has javelin proficiency>. To relate this to the OP: the fiction that 5e seems to give rise to, when its rules are applied so as to mediate and ease negotiation, is not one that I can easily assent to. In comparison, 4e makes sense to me: at Heroic tier it generates recognisably heroic adventure fiction, and at Paragon and even moreso Epic it just goes nuts! [/QUOTE]
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