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Why is realism "lame"?
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<blockquote data-quote="Neonchameleon" data-source="post: 6066361" data-attributes="member: 87792"><p>This is why I am talking about maximum damage rather than minimum.</p><p></p><p></p><p></p><p>And I'm differentiating the combat from the combat rules. 4e IMO starts with simpler rules than previous editions and uses them to build a complex game. The only part that the <em>rules</em> are harder is round healing surges (for which there is no equivalent) - but you can make some very fiddly characters out of simple building blocks. I also don't think the fiddliest are <em>as</em> fiddly as the fiddliest in previous editions (which is one of my points) but the baseline characters have more things that are included actually mattering.</p><p></p><p>We aren't actually disagreeing here as far as I can tell.</p><p></p><p></p><p></p><p>And this is two interesting questions. How much hacking can you do before D&D stops being D&D? And is playing D&D for its sake a good thing when there are better games to get the effect you want?</p><p></p><p></p><p></p><p>The way to design a game to be tinkered with is to isolate parts of it. Which leads to clunky rather than elegant rules because they are all bolted on and can be almost trivially removed so there's less of a sense of a coherent whole. </p><p></p><p></p><p></p><p>Hit points are designed to emulate movie physics - explicitely the swordfights and swashbuckling of Erroll Flynn. Having a few cinematic mechanics designed to emulate cinema makes it cinematic.</p><p></p><p></p><p></p><p>Then use "realistic" please. Using idiosyncratic language when there are commonly agreed meanings of those terms within the roleplaying community does nothing but harm communication.</p><p></p><p>[Conversation from here on in cut due to mod suggestion.]</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6066361, member: 87792"] This is why I am talking about maximum damage rather than minimum. And I'm differentiating the combat from the combat rules. 4e IMO starts with simpler rules than previous editions and uses them to build a complex game. The only part that the [I]rules[/I] are harder is round healing surges (for which there is no equivalent) - but you can make some very fiddly characters out of simple building blocks. I also don't think the fiddliest are [I]as[/I] fiddly as the fiddliest in previous editions (which is one of my points) but the baseline characters have more things that are included actually mattering. We aren't actually disagreeing here as far as I can tell. And this is two interesting questions. How much hacking can you do before D&D stops being D&D? And is playing D&D for its sake a good thing when there are better games to get the effect you want? The way to design a game to be tinkered with is to isolate parts of it. Which leads to clunky rather than elegant rules because they are all bolted on and can be almost trivially removed so there's less of a sense of a coherent whole. Hit points are designed to emulate movie physics - explicitely the swordfights and swashbuckling of Erroll Flynn. Having a few cinematic mechanics designed to emulate cinema makes it cinematic. Then use "realistic" please. Using idiosyncratic language when there are commonly agreed meanings of those terms within the roleplaying community does nothing but harm communication. [Conversation from here on in cut due to mod suggestion.] [/QUOTE]
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Why is realism "lame"?
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