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*Pathfinder & Starfinder
Why use D&D for a Simulationist style Game?
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<blockquote data-quote="Andor" data-source="post: 6350717" data-attributes="member: 1879"><p>Well actually (depending on the edition) that's true only if you wish it to be true. Execpt for 4e (I just looked in the DMG and couldn't find anything, might have missed it) the requirements for training are left up to the GM with several suggestions made. Essentially that level of granularity is left up for the table to decide based on their preferences. Actually D&D does that a lot. The rules are explicit where they need to be explicit to resolve conflict. (Where they model outcomes rather than exact interim states, although the modeling is still more precise than a game like HeroQuest.) Outside of conflict resolution the Gm is handed a bunch of dials which he can set as desired. If you want to track nitty gritty details of diet, encumbrance and upkeep, you can, although it is not mandated and most do not. </p><p></p><p></p><p></p><p>Sure you do. Joe hit Ellen with a sword and Ellen now has a diminished capacity to take more damage. Whether that is because she has a bruise, a scratch or a gaping wound is unknown. It also doesn't matter. Why would it? The rules contain no system for precisely simulating surgical repair, it's just a generic medicine check or (more likely) magical healing. So what is gained by knowing if Joe's epee punctured her spleen or her gall bladder? I mean, you can point to RM with it's manifold lists of healing spells for each and every bodily system, but frankly I never saw the point as the game never actually tells you when you need which one. So what is gained?</p><p></p><p></p><p></p><p>It can be a lot of fun and occasionally horrifying to indulge in the exersice. Consider for example a 3.x based world which used the training by level rules for character advancement including expenses. Now also assume that the world is not mysteriously stuffed with monsters with bulging sacks of loot. What is the outcome?</p><p></p><p>The inhabitants of that world know about high level characters and their potential power. The nations of that world will want such characters, but they are a considerable expense and require constant trials (adventures) to keep progressing. What happens? </p><p></p><p>One of the likely outcomes is actually the same as the social structure of the ninja camps in Naruto. Small bands of absurdly powerful people who are mostly dedicated to the training of the next generation of absurdly powerful people and who continually hire themselves out for a variety of task to keep bringing in the XP and cash they need to keep the ball rolling. I'm tinkering with an entire campaign world based off that insight.</p></blockquote><p></p>
[QUOTE="Andor, post: 6350717, member: 1879"] Well actually (depending on the edition) that's true only if you wish it to be true. Execpt for 4e (I just looked in the DMG and couldn't find anything, might have missed it) the requirements for training are left up to the GM with several suggestions made. Essentially that level of granularity is left up for the table to decide based on their preferences. Actually D&D does that a lot. The rules are explicit where they need to be explicit to resolve conflict. (Where they model outcomes rather than exact interim states, although the modeling is still more precise than a game like HeroQuest.) Outside of conflict resolution the Gm is handed a bunch of dials which he can set as desired. If you want to track nitty gritty details of diet, encumbrance and upkeep, you can, although it is not mandated and most do not. Sure you do. Joe hit Ellen with a sword and Ellen now has a diminished capacity to take more damage. Whether that is because she has a bruise, a scratch or a gaping wound is unknown. It also doesn't matter. Why would it? The rules contain no system for precisely simulating surgical repair, it's just a generic medicine check or (more likely) magical healing. So what is gained by knowing if Joe's epee punctured her spleen or her gall bladder? I mean, you can point to RM with it's manifold lists of healing spells for each and every bodily system, but frankly I never saw the point as the game never actually tells you when you need which one. So what is gained? It can be a lot of fun and occasionally horrifying to indulge in the exersice. Consider for example a 3.x based world which used the training by level rules for character advancement including expenses. Now also assume that the world is not mysteriously stuffed with monsters with bulging sacks of loot. What is the outcome? The inhabitants of that world know about high level characters and their potential power. The nations of that world will want such characters, but they are a considerable expense and require constant trials (adventures) to keep progressing. What happens? One of the likely outcomes is actually the same as the social structure of the ninja camps in Naruto. Small bands of absurdly powerful people who are mostly dedicated to the training of the next generation of absurdly powerful people and who continually hire themselves out for a variety of task to keep bringing in the XP and cash they need to keep the ball rolling. I'm tinkering with an entire campaign world based off that insight. [/QUOTE]
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Why use D&D for a Simulationist style Game?
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