Omegonethesane wrote:We've already had, repeatedly, the discussion about how "high fantasy" in literature terms is not the same as "high fantasy" as used here when discussing whether a game setting is high or low fantasy.
Uh... yes we have. However, I thought it was a given that when we are talking about
book series that we were obviously talking about High Fantasy in the literary sense, because novels are literature and not games. I mean honestly, did that really have to be said?
Of course, high fantasy in a game sense generally means that the magic is ubiquitous enough that it has player accessible rules. A genre of gaming that is virtually
defined by Dungeons & Dragons. So even if Orion was completely incoherently claiming that D&D shouldn't emulate literature that was high fantasy in the non-literature definition of the term, he's still obviously wrong. Because magic in D&D has rules and players get to play the wizards and know what the rules are.
The reason why I'm laughing at Orion from a purely semantic standpoint is that it's turtles all the way down. Every
part of Orion's claim is wrong if it has enough meaning to have a truth value. You can't really untangle a true or even arguably true statement from that shit. It's garbage and gobbledegook from top to bottom and I can only assume that he was extremely drunk when he made the argument in the first place.
Omegonethesane wrote:Do you or do you not expect the same minigame to handle both a skirmish of a few hundred men and the Battle of Helm's Deep?
As RadiantPhoenix points out, I didn't dodge it the first time, so there's no reason to spam the boards with it. Any system capable of handling battles of thousands will necessarily be exponential in its scaling and be able to handle battles of hundreds as well. I know you think you have some sort of weird trump card, but you don't. If you have to abandon linear scaling, then going from hundreds to thousands really isn't a big deal.
Dean wrote:Oh man its just a simple math function! So easy! That's why the Tome mass combat rules are something we all use and not a ruleset which has been declared nonfunctional by its creators. If only they were around to tell you that fitting a scaling mass combat system into D&D won't be easy but rather absurdly difficult.
I don't even know what your point is supposed to be. The mass combat system we tried in Races of War
isn't an exponential system. It's an X:Y scaling of regular D&D combat. As such, like regular D&D combat it only works within a small range of absolute numbers of combatants and thus we regard it as a failure.
As long as you scale things linearly, the game can only handle a limited range of guys on the field. You can increase the
number of guys on the field by making individual units less complicated (Warhammer) or by having units represent X number of dudes (BATTLESYSTEMTM), but the
range is still pretty static. If your mass combat system is as good as your man-on-man combat system, a linear scaling model will thus have
doubled the range at which your game can function by switching between the two modes,
but that is still bullshit.
You need to cook exponents into the system in order to handle the range of conflicts that appear in high fantasy source material (for any definition of high fantasy you insist on using). As Lago pointed out, that is much easier to do if you happen to be using dice pools. More generally, it's really hard to shove exponential scaling into a game whose basic combat mini-game isn't exponential to begin with.
-Username17