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Why is realism "lame"?
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<blockquote data-quote="Neonchameleon" data-source="post: 6066324" data-attributes="member: 87792"><p>And I gave a counter-example of something that's more fiddly than 4e has anywhere which you accepted. Defenders are fiddly tacticians. This I don't dispute. I do, however, dispute that they are all at the upper edge of the D&D fiddlyness stakes and gave a counter-example.</p><p></p><p>That's up to the individual group, I imagine. The system can be built in such a way that none of it is essential to play. For WotC's purposes, I don't imagine they'd stray far from the pen-and-paper heroic fantasy that is traditional for D&D, but there's no reason in my mind that they cannot allow for other tables to have their own interpretation of what "D&D" means to them, even if it becomes a space opera game about politics and intrigue played using a monopoly board and poker hands. That might not be my D&D or your D&D or Jeremy Crawford's D&D, or WotC's D&D, but there's little need to play gate-keeper to what that word could mean for every table out there, and lots of reasons not to.</p><p></p><p></p><p></p><p>I see all D&D versions as having <em>had</em> hit points in which a second level PC can take a point blank shot from a crossbow and walk away even if it rolls (non-critical) maximum damage. I see this as incompatable with realism - to me realism is one of those things that needs to be applied consistently. If someone isn't realistic in their area of expertise (which includes taking a beating) then they aren't realistic.</p><p></p><p> </p><p></p><p>They are foundational to D&D combat and consistently behave this way across almost all editions. And there are multiple cinematic ways it can be used - indeed the 4e "Heroic comeback" hit point mechanics behave differently from the previous "Tougher than iron" versions. They can be used many ways up to and including wizards having forcefields (yes, I've done this). What they can't be used is "realistically".</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6066324, member: 87792"] And I gave a counter-example of something that's more fiddly than 4e has anywhere which you accepted. Defenders are fiddly tacticians. This I don't dispute. I do, however, dispute that they are all at the upper edge of the D&D fiddlyness stakes and gave a counter-example. That's up to the individual group, I imagine. The system can be built in such a way that none of it is essential to play. For WotC's purposes, I don't imagine they'd stray far from the pen-and-paper heroic fantasy that is traditional for D&D, but there's no reason in my mind that they cannot allow for other tables to have their own interpretation of what "D&D" means to them, even if it becomes a space opera game about politics and intrigue played using a monopoly board and poker hands. That might not be my D&D or your D&D or Jeremy Crawford's D&D, or WotC's D&D, but there's little need to play gate-keeper to what that word could mean for every table out there, and lots of reasons not to. I see all D&D versions as having [I]had[/I] hit points in which a second level PC can take a point blank shot from a crossbow and walk away even if it rolls (non-critical) maximum damage. I see this as incompatable with realism - to me realism is one of those things that needs to be applied consistently. If someone isn't realistic in their area of expertise (which includes taking a beating) then they aren't realistic. They are foundational to D&D combat and consistently behave this way across almost all editions. And there are multiple cinematic ways it can be used - indeed the 4e "Heroic comeback" hit point mechanics behave differently from the previous "Tougher than iron" versions. They can be used many ways up to and including wizards having forcefields (yes, I've done this). What they can't be used is "realistically". [/QUOTE]
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