LostSoul
Adventurer
How he deals with the arrows has been the point of this thread's last 6 pages or so.
He slumps to the ground and binds his wounds as best he can, or Aragorn heals him using his fancy magic, or he has some elf bread.
How he deals with the arrows has been the point of this thread's last 6 pages or so.
Part of my point was simply that describing HP loss a serious wounding can be seen as a bad idea --since the rest of the system makes it clear you aren't modeling serious injury. If you avoid doing that then no 'retconning' is necessary. Think of HP as morale.While you make good points RC issue is not just the necessary unrealistic issues involved but of retconning the narrative.
But they are a real-time condition tracker. It's just that the quantity they track can increase as well as decrease. The only difference is that HP are no longer as strictly ablative. This is no different from a tiring runner getting a spurt of energy/speed at different points during a race. This happens even though, on the whole, the runner's energy level is decreasing.He wants HP to be a real-time tracker of condition, with healing surges they are not.
OK. I but I think I have a valid point that simulationists shouldn't be overly fond of abstract, ablative hit point mechanics in the first place.I think he has a very valid point in this and that simulationist are not going to like this type of mechanic
This is a slightly different kettle of fish. To be honest I'm not sure how I feel about it... I'm waiting to see how it 'feels' during campaign play.(simialr to not liking the heal everything overnight phenomena
It's more accurate to say that while both mechanics are unrealistic, one bothers you and the other doesn't.For you, not for me. Hit points strain my immersion less than healing surges do.
While you make good points RC issue is not just the necessary unrealistic issues involved but of retconning the narrative. He wants HP to be a real-time tracker of condition, with healing surges they are not.
I think he has a very valid point in this and that simulationist are not going to like this type of mechanic (simialr to not liking the heal everythign overnight phenomena).
Retconning the narrative does not necessarily bother me i and i think it can be a useful way to actually model some phenomena. i personally like the second wind idea (though not necessarily its mechanical implementation).
It's more accurate to say that while both mechanics are unrealistic, one bother you and the other doesn't.
It's more accurate to say that while both mechanics are unrealistic, one bothers you and the other doesn't.
If someone cannot determine that the mechanics of having 5 hp instead of 80 hp is going to directly affect how a character is played, and how effective that character is in a fight, what hope do any words of mine have?
I wasn't talking about your sense of immersion, or what you felt. I was reiterating the point that both mechanics are unrealistic.Please do not try to speak for me, or try to tell me what I feel. My sense of immersion - which is highly subjective - is less bothered by hitpoints than by healing surges. That is a fact, no matter what you think I think or should think.
I think at this point we've left the realm of logic and strayed into aesthetics.I would say that it is more accurate to say that, while both mechanics are unrealistic, one is far more unrealistic than the other
I'm tempted to reply 'just because you include numbers in your argument doesn't lend it the strength of a mathematical proof'.Again, just because a 20 foot drop can kill you, it doesn't follow that a 20 foot drop and a 200 foot drop are co-equal.
OK. I but I think I have a valid point that simulationists shouldn't be overly fond of abstract, ablative hit point mechanics in the first place.
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