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General Tabletop Discussion
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A discussion of metagame concepts in game design
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<blockquote data-quote="The Crimson Binome" data-source="post: 7464656" data-attributes="member: 6775031"><p>At sufficiently low resolution, dramatic physical injury is indistinguishable from Disney Damage.</p><p>There's nothing meta-game about it. The character can observe the physical injury; they simply observe that it's not immediately fatal, in and of itself. They might very well have a limp! All that the mechanics say on the matter is that any limp isn't <em>so</em> incredibly extreme as to warrant modeling under typical combat conditions. Which is perfectly reasonable, given how simplistic the model is.</p><p>They can certainly observe that the impact is not sufficient to prevent them from fighting. I don't know that any of them are inclined to test things more thoroughly than that. If you wanted to hold a triathlon between characters in various stages of injury, the degree of injury might be worth modeling at that point, at which point the DM will figure it out. That's exactly the reason why the DM exists in the first place.</p><p></p><p>The map isn't the territory. Just because there's no injury represented in the mechanics, that doesn't mean there's no injury within the reality. As it stands, at certain tables, physical injury <em>is</em> represented on the map - as HP damage.</p><p>As contrasted with the "doom clock" model, where the no-go zone includes any amount of physical injury whatsoever. A model that can only reflect shallow physical injury is still better than one that <em>can't</em> reflect physical injury.</p><p>My typical example is a fractured sternum. Have you fractured your sternum? And if so, how much did it degrade your combat performance in your next swordfight-to-the-death against orcs? Over the course of two minutes, what fraction of your swings do you feel <em>would have</em> landed, were it not for your injury?</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7464656, member: 6775031"] At sufficiently low resolution, dramatic physical injury is indistinguishable from Disney Damage. There's nothing meta-game about it. The character can observe the physical injury; they simply observe that it's not immediately fatal, in and of itself. They might very well have a limp! All that the mechanics say on the matter is that any limp isn't [I]so[/I] incredibly extreme as to warrant modeling under typical combat conditions. Which is perfectly reasonable, given how simplistic the model is. They can certainly observe that the impact is not sufficient to prevent them from fighting. I don't know that any of them are inclined to test things more thoroughly than that. If you wanted to hold a triathlon between characters in various stages of injury, the degree of injury might be worth modeling at that point, at which point the DM will figure it out. That's exactly the reason why the DM exists in the first place. The map isn't the territory. Just because there's no injury represented in the mechanics, that doesn't mean there's no injury within the reality. As it stands, at certain tables, physical injury [I]is[/I] represented on the map - as HP damage. As contrasted with the "doom clock" model, where the no-go zone includes any amount of physical injury whatsoever. A model that can only reflect shallow physical injury is still better than one that [I]can't[/I] reflect physical injury. My typical example is a fractured sternum. Have you fractured your sternum? And if so, how much did it degrade your combat performance in your next swordfight-to-the-death against orcs? Over the course of two minutes, what fraction of your swings do you feel [I]would have[/I] landed, were it not for your injury? [/QUOTE]
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