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<blockquote data-quote="ezo" data-source="post: 9338024" data-attributes="member: 7037866"><p>LOL and so we are back to disagreeing (maybe?). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've never thought of humans in D&D (any D&D) as supernatural beings. Nor really hardly anyone else...</p><p></p><p>Your average run-of-the-mill human is just a human. Nothing special about them. Most are simply commoners or guards or whatever. Sure, the game lacks the sim-ruleset to represent the logical limits for actual human beings.</p><p></p><p>Harkening back to our swimming scenario. D&D doesn't model fatigue or exhaustion well when performing physical activities. In D&D, a PC can swing a weapon all day long without suffering muscle soreness or anything, while we know IRL people <em>do</em> get tired, even a 2 or 3 lb sword will feel heavy eventually! At some point, you're going to stop.</p><p></p><p>But such "marathon activies" are rarely what is happening in D&D. The game just doesn't plan on things like that, so lacks rules for it. The closest you come are things like forced marches and the chase rules, where exhaustion levels will eventually reduce your speed to 0.</p><p></p><p>Others have mentioned similar breakdowns, but this is (more or less) mine:</p><p></p><p>Tier 1: normal real-world life in fantasy, push the limits, but try to keep it in them</p><p>Tier 2: action hero and fantasy movie stuff (Die Hard, Conan, LotR, etc.) which <em>seems</em> sort of real-world, but begins to strain credulity</p><p>Tier 3: wuxia and such types of stuff. no doubt beyond real-world, but plausible in a fantasy game</p><p>Tier 4: borderline or into super-hero-type stuff, in no way imaginable as real-world as seen primarily as supernatural and/or magical.</p><p></p><p>Given this breakdown, you'll probably understand why I tend to lose interest in D&D games around 12th level or so. 6th-level spells is about the pinnacle for me unless I am in the "mood" for a "high-level game".</p></blockquote><p></p>
[QUOTE="ezo, post: 9338024, member: 7037866"] LOL and so we are back to disagreeing (maybe?). :) I've never thought of humans in D&D (any D&D) as supernatural beings. Nor really hardly anyone else... Your average run-of-the-mill human is just a human. Nothing special about them. Most are simply commoners or guards or whatever. Sure, the game lacks the sim-ruleset to represent the logical limits for actual human beings. Harkening back to our swimming scenario. D&D doesn't model fatigue or exhaustion well when performing physical activities. In D&D, a PC can swing a weapon all day long without suffering muscle soreness or anything, while we know IRL people [I]do[/I] get tired, even a 2 or 3 lb sword will feel heavy eventually! At some point, you're going to stop. But such "marathon activies" are rarely what is happening in D&D. The game just doesn't plan on things like that, so lacks rules for it. The closest you come are things like forced marches and the chase rules, where exhaustion levels will eventually reduce your speed to 0. Others have mentioned similar breakdowns, but this is (more or less) mine: Tier 1: normal real-world life in fantasy, push the limits, but try to keep it in them Tier 2: action hero and fantasy movie stuff (Die Hard, Conan, LotR, etc.) which [I]seems[/I] sort of real-world, but begins to strain credulity Tier 3: wuxia and such types of stuff. no doubt beyond real-world, but plausible in a fantasy game Tier 4: borderline or into super-hero-type stuff, in no way imaginable as real-world as seen primarily as supernatural and/or magical. Given this breakdown, you'll probably understand why I tend to lose interest in D&D games around 12th level or so. 6th-level spells is about the pinnacle for me unless I am in the "mood" for a "high-level game". [/QUOTE]
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