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Why is realism "lame"?
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<blockquote data-quote="Elf Witch" data-source="post: 6064937" data-attributes="member: 9037"><p>There have been third party supplements that can make DnD more gritty less who hoo out there I have played with some great DMs who have used house rules to make the game more gritty and realistic. So I know it can be done using DnD rules and my point is why would WOTC want to lose players who for the most part enjoy DnD by not addressing this issue. I am not sure why it has to be one way or another. There are ways to tweak the game I like the idea of E6 or E9 to avoid the demi god syndrome of high level play for some campaigns. Personally I find it boring play the same same over and over again. As a fantasy fan I like all kinds from high fantasy with lots of high level magic to low magic more gritty style fantasies. And I believe with the right rule set and supplements that DnD can give the DM what they need to run a variety of campaign styles. Realism may be lame for some players and DMs but that is not the case for others and I think it is a disservice to address the issue with the take your balls and go play elsewhere kind of meme.</p><p></p><p>Okay I will try and explain one more time. I want a reason other than game mechanics of why something works in the world. Take healing it works because a god grants divine magical power to a priest who is a faithful follower that is good enough for me. Magic works because it is a force in the world different people harness it differently sorcerers have it in their blood , wizards learn complicated formulas to use the power. The way the game mechanics handle how magic works can be woven into a story very easily. A sorcerer who has run out of spell slots can be said to have used all their magical energy and need to recharge. It makes sense to me from an endurance point of view. I ran cross country in track in high school so I trained my body to endure running for long periods of time but there are limits where you need to stop because your body needs rest. As sorcerers level they are training their body to endure using more magic. It is he same with any other class fighters get better at fighting because they do it a lot. All that seems very believable to me. A high level character can fight a dragon because they have gotten better at what they do they are more experienced. </p><p></p><p>Hit points in the game are not just how much damage you are taking they also represented your ability to defend at least that is what the game designers claim. So a high level fighter has more not just because he has gotten stronger physically but because he has gotten better at protecting himself in battle. It is a clunky system as I have said but it can be work with. Where it really shows its clumsiness is using it for things like falling from terminal velocity or falling in lava. Again why can a high level fighter not just survive a fall but can do it over and over again. It makes little sense that falling out of the sky and hitting the ground has anything to do with defense abilities. It is sheer luck and one I think should be equal to all character no matter the level. There is no training for falling from terminal velocity. There is no in game reason other than sheer amount of hit points to explain it. I don't believe an Olympic trained runner has any better chance of falling and living than an ordinary housewife who jogs it will come down to luck and how and what they land on. </p><p></p><p>In the game world PCs are better than most because they have above average traits and they experience things that make them better at what they do. All that is pretty realistic. But there are things that go wonky simply because of hit points. In 1E a mob had the ability to be a danger to a higher level PC but that is gone now. Now even a mid range PC can stand and sneer at the city guard or laugh off a crazed mob because they have more hit points a higher AC and the mob and city guard often can only hit on a crit. Now some people may be okay with that in their game I am not one of them I would like to see balanced rules for handling that kind of thing. </p><p></p><p>There is a lot I miss about AD&D the game seemed more believable more realistic and little more gritty. Using haste effected the wizard by aging them. Coming back from the dead required a system shock roll to see if you survived it and you could not do it over and over again. It took a lot longer to level. While I like some of what 3E did to fix things I think it went overboard in making PCs over powered in some areas. </p><p></p><p>I don't how else to explain this other than I have. Mechanics should have some story telling support the fact that a high level fighter can fall from terminal velocity over and over again without any story telling explanation other than hit points is a flaw in the game for me.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6064937, member: 9037"] There have been third party supplements that can make DnD more gritty less who hoo out there I have played with some great DMs who have used house rules to make the game more gritty and realistic. So I know it can be done using DnD rules and my point is why would WOTC want to lose players who for the most part enjoy DnD by not addressing this issue. I am not sure why it has to be one way or another. There are ways to tweak the game I like the idea of E6 or E9 to avoid the demi god syndrome of high level play for some campaigns. Personally I find it boring play the same same over and over again. As a fantasy fan I like all kinds from high fantasy with lots of high level magic to low magic more gritty style fantasies. And I believe with the right rule set and supplements that DnD can give the DM what they need to run a variety of campaign styles. Realism may be lame for some players and DMs but that is not the case for others and I think it is a disservice to address the issue with the take your balls and go play elsewhere kind of meme. Okay I will try and explain one more time. I want a reason other than game mechanics of why something works in the world. Take healing it works because a god grants divine magical power to a priest who is a faithful follower that is good enough for me. Magic works because it is a force in the world different people harness it differently sorcerers have it in their blood , wizards learn complicated formulas to use the power. The way the game mechanics handle how magic works can be woven into a story very easily. A sorcerer who has run out of spell slots can be said to have used all their magical energy and need to recharge. It makes sense to me from an endurance point of view. I ran cross country in track in high school so I trained my body to endure running for long periods of time but there are limits where you need to stop because your body needs rest. As sorcerers level they are training their body to endure using more magic. It is he same with any other class fighters get better at fighting because they do it a lot. All that seems very believable to me. A high level character can fight a dragon because they have gotten better at what they do they are more experienced. Hit points in the game are not just how much damage you are taking they also represented your ability to defend at least that is what the game designers claim. So a high level fighter has more not just because he has gotten stronger physically but because he has gotten better at protecting himself in battle. It is a clunky system as I have said but it can be work with. Where it really shows its clumsiness is using it for things like falling from terminal velocity or falling in lava. Again why can a high level fighter not just survive a fall but can do it over and over again. It makes little sense that falling out of the sky and hitting the ground has anything to do with defense abilities. It is sheer luck and one I think should be equal to all character no matter the level. There is no training for falling from terminal velocity. There is no in game reason other than sheer amount of hit points to explain it. I don't believe an Olympic trained runner has any better chance of falling and living than an ordinary housewife who jogs it will come down to luck and how and what they land on. In the game world PCs are better than most because they have above average traits and they experience things that make them better at what they do. All that is pretty realistic. But there are things that go wonky simply because of hit points. In 1E a mob had the ability to be a danger to a higher level PC but that is gone now. Now even a mid range PC can stand and sneer at the city guard or laugh off a crazed mob because they have more hit points a higher AC and the mob and city guard often can only hit on a crit. Now some people may be okay with that in their game I am not one of them I would like to see balanced rules for handling that kind of thing. There is a lot I miss about AD&D the game seemed more believable more realistic and little more gritty. Using haste effected the wizard by aging them. Coming back from the dead required a system shock roll to see if you survived it and you could not do it over and over again. It took a lot longer to level. While I like some of what 3E did to fix things I think it went overboard in making PCs over powered in some areas. I don't how else to explain this other than I have. Mechanics should have some story telling support the fact that a high level fighter can fall from terminal velocity over and over again without any story telling explanation other than hit points is a flaw in the game for me. [/QUOTE]
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