Warbringer
Explorer
"You're more full of life stuff." Brilliant!
Lanefan
Just replace Hit Points with Life Stuff; no more confusion

"You're more full of life stuff." Brilliant!
Lanefan
A hit not being an actual hit presents problems in narration and immersion. The opposite does not hold, so the default should be that a sword, hammer, axe, or whatever actually causes injury. Imagine that!
Just replace Hit Points with Life Stuff; no more confusion![]()
So, what you're saying, is that those of us who have a "hit" and "damage" follow the actual dictionary definitions of the real words are playing D&D wrong? Because that's complete and utter BS.There are many of us who have run into no problems with narration or immersion when dealing with hit points in 4e. Clearly, therefore, problems with narration or immersion are not a necessary function of abstract, 4e-style (and I don't really mean 4e-style hit points, since hit points are defined the same in 4e as they are in pretty much every other edition) hit points. Rather, I would argue, they are a function of the group adjudicating them, and of that group's willingness to accept hit points as they have been defined.
You're falling into a fallacy here. The answer to "no wounds" is not "all wounds." It's "mitigated wounds." The barbarian wouldn't be barbecue, but he'd have some inflamed skin. He ducked his head and managed not to be barbecue, but the flames still licked against his skin and probably hurt like hell. He ducked beneath the flames as they burst, and didn't take the full brunt of the flame (even if he didn't save for half).By the way, if anything, non-abstract hit points cause problems with narration and immersion. A beef-tacular barbarian with 200 hit points can take Fireball after Fireball after Fireball after Fireball after Fireball to the face and still have half his hit points remaining. If those hit points represent actual wounds associated with the attacks, your barbarian should be (narratively speaking) the adventurer equivalent of carne asada. But if those hit points are not actual wounds, then your barbarian can simply be exhausted and battered from repeatedly diving out of the way of explosions and flying debris, action-movie style.
By the way, if anything, non-abstract hit points cause problems with narration and immersion. A beef-tacular barbarian with 200 hit points can take Fireball after Fireball after Fireball after Fireball after Fireball to the face and still have half his hit points remaining. If those hit points represent actual wounds associated with the attacks, your barbarian should be (narratively speaking) the adventurer equivalent of carne asada. But if those hit points are not actual wounds, then your barbarian can simply be exhausted and battered from repeatedly diving out of the way of explosions and flying debris, action-movie style.
See above. It's not "axe blow after axe blow biting deep into their body." And neither is it, "The orc rolls a hit. You narrowly avoid having your head chopped off." It's "The orc rolls a hit. His axe slams into your chest. Your armor softens the blow, but it's going to leave a bruise."Emphatically this. If hit points are not largely abstract then my suspension of disbelief breaks hard as soon as the number of hit points a PC has exceeds the amount of damage an orc can do with an axe on a critical hit. It's not fireball after fireball to the face, it's axe blow after axe blow biting deep into their body that causes my brain to break.
See? A hit that's a hit. Wounds that need to be taken care of. The hit points lost are simultaneously representing a mix of luck, skill, endurance, and physical wounds. Which is what the rules say.
Then why are you arguing against this? Why are you arguing that PCs can't recover luck, endurance, and skill by resting? Why are you arguing that wounds are every bit as serious after they are bandaged as before? You claim that hit points are luck, skill, endurance, and physical wounds. But mysteriously you hate mundane healing and hate catching a breath actually getting some of your endurance back.
Why in your world is the only way to recover your endurance to have a magic spell cast on you? Why are wounds just as crippling when the blood has clotted and they have been bandaged as they were when they were fresh, immediately painful, and flowing freely? And why is the only way to recover luck to have the Cleric wiggle his fingers at you?
Did I EVER say that I don't want "some of your endurance back"? EVER? No, I said you shouldn't get ALL of it back.
And here I offered another compromise which you rejected out of hand. I'll get rid of the 8 hour rest when wizards need to go to a tower, library, or lab to prepare spells and clerics need time in the temples. This is a gamist issue and one that makes the 15 minute adventuring day even more absurd.EDIT: Hell - I even looked at some of the "compromise" proposals and thought they might make some sense. My objection has always been that sleeping for 8 hours takes you back to perfectly normal. A long rest grants every last single hit point back.