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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why not treat the action economy... like an economy?
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<blockquote data-quote="Balesir" data-source="post: 5956688" data-attributes="member: 27160"><p>There should definitely be sets of roleplaying rules made to suit a 'gritty realism' style; that I agree with 100% - but it shouldn't be D&D.</p><p></p><p>The "Simple Core" has nothing to do with it. The first 5e playtest packet takes D&D about as simple as it can go, but still has the core elements (which have been "core" to D&D since the earliest days) that make it, in my view, fundamentally unsuitable as a vehicle for "realistic" roleplaying. Specifically:</p><p></p><p>- It uses hit points. Hit points are fundamentally tuned to either a resource management or a dramatic model of "reality", not a real one. They work fantastically well for games of resource management or allocation or to model action heroes who die only when facing insurmountable odds. They are about as realistic as an early Star Trek set!*</p><p></p><p>- It uses character classes. These are a great aid for encouraging teamwork, for giving inspiring "archetype" characters and for making sure nobody is overshadowed all the time in play, but nobody I know in real life has what I would really call a "character class".</p><p></p><p>- It uses levels. Sure, IRL you can get better at stuff; the quest for mastery is a basic human motivation. But you don't get better at a specific package of stuff all together because of what your "class" is.</p><p></p><p>So, if I want "realism", I don't use D&D. <span style="font-size: 12px"><strong>And that's fine!</strong></span> To have a whole field of great RPG systems available to us and then expect one system to cover everything seems to me to be just perverse - and hopelessly unrealistic...</p><p></p><p>*: Actually, they are quite similar; I <em>love</em> those early ST sets and progs, but "realistic" they ain't!</p></blockquote><p></p>
[QUOTE="Balesir, post: 5956688, member: 27160"] There should definitely be sets of roleplaying rules made to suit a 'gritty realism' style; that I agree with 100% - but it shouldn't be D&D. The "Simple Core" has nothing to do with it. The first 5e playtest packet takes D&D about as simple as it can go, but still has the core elements (which have been "core" to D&D since the earliest days) that make it, in my view, fundamentally unsuitable as a vehicle for "realistic" roleplaying. Specifically: - It uses hit points. Hit points are fundamentally tuned to either a resource management or a dramatic model of "reality", not a real one. They work fantastically well for games of resource management or allocation or to model action heroes who die only when facing insurmountable odds. They are about as realistic as an early Star Trek set!* - It uses character classes. These are a great aid for encouraging teamwork, for giving inspiring "archetype" characters and for making sure nobody is overshadowed all the time in play, but nobody I know in real life has what I would really call a "character class". - It uses levels. Sure, IRL you can get better at stuff; the quest for mastery is a basic human motivation. But you don't get better at a specific package of stuff all together because of what your "class" is. So, if I want "realism", I don't use D&D. [SIZE="3"][B]And that's fine![/B][/SIZE] To have a whole field of great RPG systems available to us and then expect one system to cover everything seems to me to be just perverse - and hopelessly unrealistic... *: Actually, they are quite similar; I [I]love[/I] those early ST sets and progs, but "realistic" they ain't! [/QUOTE]
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Community
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Why not treat the action economy... like an economy?
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