Author Topic: How real do you get?  (Read 2327 times)

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SeekingKnight

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How real do you get?
« on: July 26, 2010, 04:37:39 PM »
Greetings all.

I come to you here today to ask a simple question.  How much realism do you put in your games.  Now before anyone bites my head off I know that D&D in general is not exactly the best system to add in realism but do any of you add it in?

In a different game with some of the same members one player decided to play a dwarf druid with only one arm.  He is using a sling type contraption to fire glass steel bullets.  The DM ruled they are heavier and do more damage at the cost of distance.  I told them that slings are with set damage regardless of what ammo is used but they didn't really care and did the house rule anyway.

So I am here amongst the brightest and most fair gamers I know to ask.  Thanks in advance.

Prak, the Mad

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Re: How real do you get?
« Reply #1 on: July 26, 2010, 05:06:30 PM »
to a certain extent, the heavier ammo doing more damage makes sense. Though if you're going to do that, any weapon made heavier should do more damage, could be a slippery slope.

RobbyPants

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Re: How real do you get?
« Reply #2 on: July 26, 2010, 05:14:36 PM »
For the most part, I look more to balance and fun before realism.  If realism isn't getting in the way of the other two, then I'll try to make things as realistic as I can.
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Gavinfoxx

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Re: How real do you get?
« Reply #3 on: July 30, 2010, 03:35:56 AM »
The best way to add realism to D&D is make a "Non spellcasting classes only, non spellcasting feats and options only, use E6, use Codex Martialis rules. And maybe do something to the hit point system."

http://www.rpgnow.com/product_info.php?products_id=65250
http://www.codexmartialis.com/

And I would maybe look at combining SOME of the tome of battle stuff into the codex martialis, the stuff that 'fits' at least, in ways inspired by the discussion in this thread:

http://www.codexmartialis.com/viewtopic.php?f=3&t=158
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Littha

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Re: How real do you get?
« Reply #4 on: July 30, 2010, 03:43:16 AM »
The best way to add realism to D&D is make a "Non spellcasting classes only, non spellcasting feats and options only, use E6, use Codex Martialis rules. And maybe do something to the hit point system."

http://www.rpgnow.com/product_info.php?products_id=65250
http://www.codexmartialis.com/

And I would maybe look at combining SOME of the tome of battle stuff into the codex martialis, the stuff that 'fits' at least, in ways inspired by the discussion in this thread:

http://www.codexmartialis.com/viewtopic.php?f=3&t=158

You would be much better off playing somthing other than D&D by this point, D20 has a few time periods to choose from if i remember correctly.

weenog

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Re: How real do you get?
« Reply #5 on: July 30, 2010, 04:10:53 AM »
Realism < Fun.  Ideally in a situation where what would realistically happen is more fun than what the rules suggest, change the rules, that's what Rule 0 is for (but do be consistent with changes).  If what would realistically happen is less fun than what the rules suggest, hang realism and get on with the game.
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Sinfire Titan

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Re: How real do you get?
« Reply #6 on: July 30, 2010, 04:20:35 AM »
Well, I myself try to keep things on the fantastic side of the line, but I'm not above throwing in a little realism every now and then. One of my players is a chemist with a minor in engineering, and he happens to like figuring out equations (so every now and then I ask him to crunch some numbers, since I do have some physics lessons under my belt). When that happens, it usually results in something so stupid its funny. But when it gets in the way of the rules/entertainment I let everyone know the textbooks are being put away for a bit.

For example, I've let the afore mentioned player use real-world physics as a means of finding clues in certain murder scenarios. He's very good at figuring these things out. It confuses a few of the others, though most of us are able to help him solve equations. Hell, there's been a time when we put his engineering minor to good use through creative trapmaking checks.

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Gavinfoxx

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Re: How real do you get?
« Reply #7 on: July 30, 2010, 10:42:25 PM »
You would be much better off playing somthing other than D&D by this point, D20 has a few time periods to choose from if i remember correctly.

But for combat? What RPG system has as realistic armed melee rules as Codex Martialis, though?  There is the one it was somewhat based on, The Riddle of Steel, but that's all I can think of... I don't know of any other RPGs other than those two that got swordfighting realistic, and based on real world swordfighting martial arts...
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