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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="Tony Vargas" data-source="post: 6351613" data-attributes="member: 996"><p>While that's true, and while doing so wouldn't even hurt AEDU class balance (it could impact encounter balanced, which the DM would have to take into consideration), I don't think the DMG1 or 2 ever even remotely alludes to the idea (you can correct me if I'm wrong by quoting a passage, of course). There may have been an easy, theoretical, way to adjust the game, but the game didn't provide it, so it's fair to judge the game by what it /did/ provide.</p><p></p><p>5e is likely to be the first version of D&D that actually /does/ advise you to vary rates of healing. It's unfortunate that it's fragile X-encounters-of-Y-rounds-per-'day' class balance is likely to be shattered by any such tinkering, but at least it's trying.</p><p></p><p> Also true. I don't think any prior edition gave advice about messing with healing rates. What's more, other editions tied the rate of healing primarily to the availability of magic. In classic D&D, that meant daily spells. In 3e it meant commoditized CLW wands and potions.</p><p></p><p>It's not that 4e had a narrower 'agenda' - that is, range of styles for which it was suitable. It was actually, thanks to clarity and balance, capable of handling a broader range than prior eds. It's just that the narrow "agendas" of certain eds (or even narrower agendas favored by their fans) were not forced or over-rewarded like they had been. So, while you could still play 4e in the RAW/system-mastery style that many used 3.x for, the rewards for doing so (the degree to which an optimized character, whether theoretically or in actual play, overshadowed and out-powered less-opitimzed ones) was greatly reduced, just for one obvious instance.</p><p></p><p></p><p> The idea is that a hp is like an atom. You may not be able to see it, but it's indivisible. By experimenting with very small damage-causing effects, you can find a threshold past which thousands of such attacks can't kill anyone, just above that threshold is the 1-hp attack. Once you've found that, you can use extensive experimentation to discover the range of hps in some abundant population (like peasants or rats or kobolds), then experiment on them with other damage-causing effects to derive the damage curve of those effects, and, and possibly even notice that it corresponds to normal distributions like those of rolling dice.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6351613, member: 996"] While that's true, and while doing so wouldn't even hurt AEDU class balance (it could impact encounter balanced, which the DM would have to take into consideration), I don't think the DMG1 or 2 ever even remotely alludes to the idea (you can correct me if I'm wrong by quoting a passage, of course). There may have been an easy, theoretical, way to adjust the game, but the game didn't provide it, so it's fair to judge the game by what it /did/ provide. 5e is likely to be the first version of D&D that actually /does/ advise you to vary rates of healing. It's unfortunate that it's fragile X-encounters-of-Y-rounds-per-'day' class balance is likely to be shattered by any such tinkering, but at least it's trying. Also true. I don't think any prior edition gave advice about messing with healing rates. What's more, other editions tied the rate of healing primarily to the availability of magic. In classic D&D, that meant daily spells. In 3e it meant commoditized CLW wands and potions. It's not that 4e had a narrower 'agenda' - that is, range of styles for which it was suitable. It was actually, thanks to clarity and balance, capable of handling a broader range than prior eds. It's just that the narrow "agendas" of certain eds (or even narrower agendas favored by their fans) were not forced or over-rewarded like they had been. So, while you could still play 4e in the RAW/system-mastery style that many used 3.x for, the rewards for doing so (the degree to which an optimized character, whether theoretically or in actual play, overshadowed and out-powered less-opitimzed ones) was greatly reduced, just for one obvious instance. The idea is that a hp is like an atom. You may not be able to see it, but it's indivisible. By experimenting with very small damage-causing effects, you can find a threshold past which thousands of such attacks can't kill anyone, just above that threshold is the 1-hp attack. Once you've found that, you can use extensive experimentation to discover the range of hps in some abundant population (like peasants or rats or kobolds), then experiment on them with other damage-causing effects to derive the damage curve of those effects, and, and possibly even notice that it corresponds to normal distributions like those of rolling dice. [/QUOTE]
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