Bob Bob Bob wrote:
allisonkaas wrote:
I don't care if it's realistic; I prefer unrealism in my games, but this has no bearing on what's good for the base game. What I'm confused about is the inconsistency. Why did the devs ever think it was okay to use the capabilities of aging, out of shape game developers as the basis for experienced, skilled heroic fantasy warriors that don't exist in real life? Assuming that this makes sense, why did they not use that same basis for every class, given that all the classes represent characters which are equally imaginary?
That's actually how they did rules for a lot of early stuff and I don't think they ever stopped. I swear a developer (I think 3.0) actually put down lines and did standing long jumps to figure out what an average person could jump.
Again though, it's not inconsistent. High level Fighting Men are unrealistic. Unrealistic things require magic (or SCIENCE!) or the divine. Therefore Fighting Men without one of those are limited to real world things. It's bad, sure, but the logic is consistent. There's a reason the fancier abilities tend to be tagged SU and all the monk powers work off of Ki (SU).
It is inconsistent. Why should unrealistic things necessarily be magical? This is an assertion which requires support, not a tautology.