I agree strongly with just about everything Kamikaze stated. Except this.
Soon? More like in ten years
I've got Diablo III comin' out soon.
Soon? More like in ten years

I've got Diablo III comin' out soon.
For me, 4e feels like a boardgame, a game whose gamist elements do not easily allow me to immerse myself in the "reality" of the RPing experience.
All these conversations about whether or not martial class powers are magical exist bcause there is absolutely no in-game rationale for how they are supposed to work and every argument I have seen yet boils down to....don't think too much and have fun.
In sacrificing everything on the altar of "game-first" you forget that the game itself is "story-first." Without Legolas and Conan, there never would have been a D&D.
Kamikaze Midget said:Actually, your argument seems to be fluff-and-crunch at its core because you specifically argue that starting from fluff gives you bad crunch, while starting from crunch gives you good crunch and can fudge the fluff. I'm arguing that crunch and fluff are two things that you need to get right, regardless of which one you start with.
By the way in my original post, I included hit point issues from 3E and 4E so as not to appear as if I was bashing one edition of the game over the other - I did not want some one to grab hold of them and start an edition war.
Herremann the Wise said:Telling my I need to admit to the need to come up with a different story when my character is 1hp from being dead (that is 1hp from his negative bloodied value) was a little trite by the way. Perhaps you need to understand where a poster is coming from first before posting such comments.
I loled!There is, however, a practical difference between crunch and fluff. People are much more apt at filling a perceived gap in fluff than they are a perceived gap in crunch. Just look at the scores of improv actors compared to the dismal showing on the improv math circuit. "What improv math circuit?" you may ask. Exactly. For this reason, a game with a lot of crunch and minimal fluff is preferable to a game with a lot of fluff and minimal crunch.
Another example might be magic items rules - if you have ideas like "wealth by level" or "expected magical items" and "treasure per monster", you get a world with a lot of magical items. The rules don't seem to be based on any particular flavor concept (why does a CR 10 Giant have to carry more treasure then a CR 6 giant?), but it creates a world where a lot of magical items are lying around.So, mechanics generate their own flavor, even if the designers wanted something else - especially if there are not many "best" variations for character or party builds. If magic trumps swords for dealing damage, or vice versa, then that's what will be used by most, and the game will be flavored accordingly.
Except for the saving throw rules, which make it clear that they aren't intended to be a simulations - using terminology that didn't exist when the 1st ed DMG was written, they're described as a fortune-in-the-middle mechanic.BTW, the quote The Little Raven was thinking about was the one in the first couple of pages where Gygax is saying that AD&D combat is not intended to be a simulation of historical combat -- that's it. Not "AD&D isn't intended to be a simulation" -- especially since it very obviously was given the content of the DMG.
Just like the 1st ed DMG says to do with saving throws and hit points!Describe them in whatever way makes the most sense to you at the time.
I just wanted to say that I've enjoyed you series of posts about hit points - sensible points well expressed.I am wondering, what's so bad about option 2?
If this were the case, the D&D IP would be worth little, d20 Modern would still be in print and a success, and the RPGs with the most elegant rules would draw the most players.For this reason, a game with a lot of crunch and minimal fluff is preferable to a game with a lot of fluff and minimal crunch.
What mess? And who is in it?What you've said there is the kind of academic game designer thinking that has got us into this mess.