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Why do RPGs have rules?
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<blockquote data-quote="robertsconley" data-source="post: 9042105" data-attributes="member: 13383"><p>Dismissing that anything can be meaningfully simulative is frankly a negative attitude to take. Now that you related some of your own life experience I understand where you coming from. Since the early 2000s after I worked up my first simulators when I watch any drama with anything involving real world space tech, I know every little thing they get wrong in films and dramas like Apollo 13, Gravity, From the Earth to the Moon, For all Mankind and so on and so forth. </p><p></p><p>But I learned to enjoy them for what they are as long as they are in the ballpark. </p><p></p><p>So when it came to my campaigns, rather than throwing up my hands and not bothering trying to simulate anything I figured out what I could with pen, paper, dice, and a set of RPG rules. When simulation of real life was a focus I did the work to see how the outcome matched up against real-life results and adjusted if they weren't. </p><p></p><p></p><p></p><p>It means don't set impossible standards of accuracy. Not everything needs to be within .001 degrees to be useful for a particular application. That some folks are happy to get it to .1 degrees and call it a day for what they are trying to do. </p><p></p><p></p><p>And some people </p><p></p><p>Because GURPS method of calculating damage incorporates the acceleration imparted by Earth's Gravity (32 ft/sec^2) and the mass of the object impacting the ground. In addition, its GURPS distinguishes between collision with a hard unyielding surface and other types of surfaces. </p><p></p><p>D&D either does a linear 1d6 damage per foot. Or a factorial sequence in later editions (1d6 for 10 feet, 1d6+2d6 = 3d6 for 20 feet, and so on). </p><p></p><p>Then there is the fact that D&D only care about combat endurance (hit points) and not the impact of injury. Whereas GURPS does care so going through the above procedure for GURPS will result in a range of injuries that matches with what happens in life.</p><p></p><p>I been in GURPS Playtests. The authors and the playtesters can and will do the math and tweak accordingly to get results to line up with life (or fiction in cases like with Discworld).</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9042105, member: 13383"] Dismissing that anything can be meaningfully simulative is frankly a negative attitude to take. Now that you related some of your own life experience I understand where you coming from. Since the early 2000s after I worked up my first simulators when I watch any drama with anything involving real world space tech, I know every little thing they get wrong in films and dramas like Apollo 13, Gravity, From the Earth to the Moon, For all Mankind and so on and so forth. But I learned to enjoy them for what they are as long as they are in the ballpark. So when it came to my campaigns, rather than throwing up my hands and not bothering trying to simulate anything I figured out what I could with pen, paper, dice, and a set of RPG rules. When simulation of real life was a focus I did the work to see how the outcome matched up against real-life results and adjusted if they weren't. It means don't set impossible standards of accuracy. Not everything needs to be within .001 degrees to be useful for a particular application. That some folks are happy to get it to .1 degrees and call it a day for what they are trying to do. And some people Because GURPS method of calculating damage incorporates the acceleration imparted by Earth's Gravity (32 ft/sec^2) and the mass of the object impacting the ground. In addition, its GURPS distinguishes between collision with a hard unyielding surface and other types of surfaces. D&D either does a linear 1d6 damage per foot. Or a factorial sequence in later editions (1d6 for 10 feet, 1d6+2d6 = 3d6 for 20 feet, and so on). Then there is the fact that D&D only care about combat endurance (hit points) and not the impact of injury. Whereas GURPS does care so going through the above procedure for GURPS will result in a range of injuries that matches with what happens in life. I been in GURPS Playtests. The authors and the playtesters can and will do the math and tweak accordingly to get results to line up with life (or fiction in cases like with Discworld). [/QUOTE]
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