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Why is realism "lame"?
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<blockquote data-quote="Lanefan" data-source="post: 6053144" data-attributes="member: 29398"><p>As some have said, making the game 100% realistic just won't work - even beyond the magic issue - as things would largely grind to a halt.</p><p></p><p>That said, where realism *can* be easily inserted I'd prefer it if it was. Some examples of where realism can be (re)inserted to the game without upsetting too many apple carts:</p><p></p><p> - rerolling or randomizing initiative order each round to reflect the chaos of any battle</p><p> - at least a vague passing nod to facing rules: a shield can't help you against everyone when you're surrounded, etc.</p><p> - allowing or forcing things - particularly movement and spellcasting - to take time within a combat round; as in "You start your [spell, move] on initiative x, it'll take y amount of time, so you'll be done on initiative z"</p><p> - allowing simultaneous actions in combat - maybe use a much smaller initiative die with the expectation that lots happens in each segment - in other words, move away from the very unrealistic strict turn-based system</p><p> - going to a body-fatigue or wound-vitality h.p. system (though all h.p. have to have at least a tiny "meat" quotient otherwise poison becomes mostly useless)</p><p> - forcing an aiming roll for all non-targeted spells</p><p> - henches, hirelings, cohorts, guides, etc. should appear much more often</p><p> - a sphere is a sphere, not pixellated or "squared"</p><p> - everything (stats, h.p., spell and-or skill access, etc.) is on a bell curve, as that's how reality works; and balance be damned</p><p> - alignments are shades of gray rather than black-and-white; and everybody has one</p><p> - a default, clearly stated, that basic things (weather, gravity, magnetism, plant and animal life, etc.) work the same as they do on Earth unless the DM declares otherwise</p><p> - some serious restraint on the art department; it's easier to take a realistic image and use imagination to add the fantastic than it is to take an over-the-top image and imagine it toned down, and the game's art sets the overall tone for the game (in 4e <em>Worlds and Monsters</em> pretty much had it right, but for some reason it fell apart after that)</p><p> - provide a reasonable physics-based reason as to what magic is and why it works. It's not difficult - it can't be; as I've already done it for my own game surely a trained professional game designer can come up with something better in a heartbeat.</p><p></p><p>Lan-"denying any irresponsibility for apples falling out of carts"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6053144, member: 29398"] As some have said, making the game 100% realistic just won't work - even beyond the magic issue - as things would largely grind to a halt. That said, where realism *can* be easily inserted I'd prefer it if it was. Some examples of where realism can be (re)inserted to the game without upsetting too many apple carts: - rerolling or randomizing initiative order each round to reflect the chaos of any battle - at least a vague passing nod to facing rules: a shield can't help you against everyone when you're surrounded, etc. - allowing or forcing things - particularly movement and spellcasting - to take time within a combat round; as in "You start your [spell, move] on initiative x, it'll take y amount of time, so you'll be done on initiative z" - allowing simultaneous actions in combat - maybe use a much smaller initiative die with the expectation that lots happens in each segment - in other words, move away from the very unrealistic strict turn-based system - going to a body-fatigue or wound-vitality h.p. system (though all h.p. have to have at least a tiny "meat" quotient otherwise poison becomes mostly useless) - forcing an aiming roll for all non-targeted spells - henches, hirelings, cohorts, guides, etc. should appear much more often - a sphere is a sphere, not pixellated or "squared" - everything (stats, h.p., spell and-or skill access, etc.) is on a bell curve, as that's how reality works; and balance be damned - alignments are shades of gray rather than black-and-white; and everybody has one - a default, clearly stated, that basic things (weather, gravity, magnetism, plant and animal life, etc.) work the same as they do on Earth unless the DM declares otherwise - some serious restraint on the art department; it's easier to take a realistic image and use imagination to add the fantastic than it is to take an over-the-top image and imagine it toned down, and the game's art sets the overall tone for the game (in 4e [I]Worlds and Monsters[/I] pretty much had it right, but for some reason it fell apart after that) - provide a reasonable physics-based reason as to what magic is and why it works. It's not difficult - it can't be; as I've already done it for my own game surely a trained professional game designer can come up with something better in a heartbeat. Lan-"denying any irresponsibility for apples falling out of carts"-efan [/QUOTE]
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