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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Manbearcat" data-source="post: 5996425" data-attributes="member: 6696971"><p>Very much in the ballpark, yes. This is the logical proof for my invoking physics incoherencies in the implied setting:</p><p></p><p>1) For a proper Simulation, it is imperative that the processes that underwrite the greater simulation (the world's physics, the coupled cause and effect of task resolution) are internally consistent. If you state that you are playing and/or advocating the Simulation (and the underpinning Process-Sim) of a (i) High Fantasy World (magic can be what you define it) with (ii) real-world physical laws (Conservation of Energy, Conservation of Mass, 2nd Law of Thermodynamics, gravity, atmospheric friction, lift, drag, biophysics/kinesiology) that bind the mundane, in order to maintain internal consistency and corresponding fidelity to the model you are Simulating you must apply this "binding the mundane by physical laws" standard universally.</p><p></p><p>2) These real world physical laws are utterly violated by "ever-present, very genre-relevant" mundane creatures and their biophysics/kinesiology and modes of propulsion.</p><p></p><p>3) Mundane martial characters (Fighters, Rogues, Rangers, etc) are bound by these physical laws.</p><p></p><p>4) Standard not universally applied. Simulation = failed. </p><p></p><p>These are not abstractions. Intellectual honesty and thoroughness (logic) dictates that these <em>should</em> break immersion because the "implied setting" is now proven nonsensical. These are double standards not because of the convenience of mere abstraction (they aren't abstractions). They are tenured, Legacy-driven implied setting incoherencies. They get a pass merely because they are Legacy issues. </p><p></p><p>If proper Simulation and Immersion were at the apex of our playstyle aims then to "save the sim" and maintain coherency of the physics of the "implied setting", we can do one of two things:</p><p></p><p>- Upturn 3 on its face. Unbind mundane, martial characters by these "already violated and therefore nonsensical" physical law constraints. Fighters, Rogues, Rangers SHOULD be performing physical-law-defying feats such as crazy feats of athleticism that defy gravity and our understanding of real world kinesiology/biophysics (crazy leaps, speed, strength, etc).</p><p></p><p>- Remove Flight as a mode of travel from Gargantuan and larger creatures and remove Flight from Large creatures without requisite trim characteristics and propulsive thrust/lift maintenance. All Arthropods are now the size of a chicken or smaller. </p><p></p><p>However, we won't do this. These are tenured, Legacy-driven implied setting incoherencies. They get a pass merely because they are Legacy issues and therefore we are comfortable with them. Because of this untenable position, we will willfully turn a blind eye to this issue and maintain the position that Simulation and Immersion are apex considerations for our playstyle. </p><p></p><p>I think you will find your parallel to HP within.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5996425, member: 6696971"] Very much in the ballpark, yes. This is the logical proof for my invoking physics incoherencies in the implied setting: 1) For a proper Simulation, it is imperative that the processes that underwrite the greater simulation (the world's physics, the coupled cause and effect of task resolution) are internally consistent. If you state that you are playing and/or advocating the Simulation (and the underpinning Process-Sim) of a (i) High Fantasy World (magic can be what you define it) with (ii) real-world physical laws (Conservation of Energy, Conservation of Mass, 2nd Law of Thermodynamics, gravity, atmospheric friction, lift, drag, biophysics/kinesiology) that bind the mundane, in order to maintain internal consistency and corresponding fidelity to the model you are Simulating you must apply this "binding the mundane by physical laws" standard universally. 2) These real world physical laws are utterly violated by "ever-present, very genre-relevant" mundane creatures and their biophysics/kinesiology and modes of propulsion. 3) Mundane martial characters (Fighters, Rogues, Rangers, etc) are bound by these physical laws. 4) Standard not universally applied. Simulation = failed. These are not abstractions. Intellectual honesty and thoroughness (logic) dictates that these [I]should[/I] break immersion because the "implied setting" is now proven nonsensical. These are double standards not because of the convenience of mere abstraction (they aren't abstractions). They are tenured, Legacy-driven implied setting incoherencies. They get a pass merely because they are Legacy issues. If proper Simulation and Immersion were at the apex of our playstyle aims then to "save the sim" and maintain coherency of the physics of the "implied setting", we can do one of two things: - Upturn 3 on its face. Unbind mundane, martial characters by these "already violated and therefore nonsensical" physical law constraints. Fighters, Rogues, Rangers SHOULD be performing physical-law-defying feats such as crazy feats of athleticism that defy gravity and our understanding of real world kinesiology/biophysics (crazy leaps, speed, strength, etc). - Remove Flight as a mode of travel from Gargantuan and larger creatures and remove Flight from Large creatures without requisite trim characteristics and propulsive thrust/lift maintenance. All Arthropods are now the size of a chicken or smaller. However, we won't do this. These are tenured, Legacy-driven implied setting incoherencies. They get a pass merely because they are Legacy issues and therefore we are comfortable with them. Because of this untenable position, we will willfully turn a blind eye to this issue and maintain the position that Simulation and Immersion are apex considerations for our playstyle. I think you will find your parallel to HP within. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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