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Why use D&D for a Simulationist style Game?

Well, I did give my definition of simulation - a model for determining what and how something happens - upthread.
I don't see how any resolution system could have trouble with that one.

The point is, EVERY lock is the same. No matter what, all locks in the world get easier to pick the higher level you are. What is being simulated here?
What's being simulated by the thief's 'special' ability table in 1e is that the thief goes from abysmal to competent at picking locks over something like 10 levels or so.

What isn't being modeled /by that table/ is that some locks may be harder or easier than others - that's up to the DM to provide when he designs a dungeon (or other challenge) and places locks as part of it. Same goes for traps. A kind DM would give 'low level' locks & traps a substantial bonus to make the poor 1st-level thief look good once or twice in the short time he'd've had to live.
 

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I look at a simulation as a model for describing what happens when you do something.

<snip>

In any case, a simulation model in order to actually BE a simulation model has to tell you how something happened.

<snip>

In a simulation model, all those questions get answered. The degree of detail might vary, but, at least there are answers there. That's what a simulation should do - provide answers. But D&D mechanics never actually manage to provide any answers really.
I completely agree with this. It is just this sort of concern that motivated the classic sim fantasy RPGs: C&C, RM, RQ, etc. They were reactions to the lack of process modelling in D&D.

Maybe you're asking the wrong questions of it.

<snip>

You seem to be getting hung up on the label simulation and think it has to be at some particular level of granularity. But it doesn't. Any expectations of granularity are entirely imposed by the assumptions of the viewer.
As Hussar replied, it's not a question of granularity. It's not that D&D lacks detail in answering these questions. Rather, it doesn't answer them at all. It doesn't distinguish between a miss due to the attack stumbling, a parry, a dodge, etc. Nor, in its damage rules, does it distinguish different sorts of injuries, exhaustion etc. The combat rules in fact have only two states - alive and dead - but determine the application of those states via an ablation mechanic that does not actually model any physical process in the gameworld. ("Losing hit points" is a game state; it's not a physiological state, nor the model of any such state.)

Joe hit Ellen with a sword and Ellen now has a diminished capacity to take more damage.
You could, if you were an evil scientist in a D&D world, explore this rigorously by chaining a bunch of people to posts and having your ninjas blowgun them to death while you record the events.
As Hussar said, "diminished capacity to take more damage" is a description of a game-mechanical state. It does not describe an ingame state, because there is no state of a physiological system which is "a diminished capacity to take more damage". Killing someone with a sword is not like abrading a plank with a plane, or chipping away at a stone block with a chisel.

As for the scientific experiment, Gygax doesn't agree with you. For instance, in his DMG he expressly denies that the gaining of XP is a model of what is happening in the gameworld, or that the action economy for combat is a model of what is happening in the gameworld. He explains that they are game mechanical devices to enhance playability and make for a fun game. If you have PCs or NPCs try and subvert that by setting up "hit point" experiments you won't discvoer truths of the ingame fiction - you'll just spoil the game.

What's being,or perhaps I should say should be being, modelled is results that fit into the range of plausible ones for the game in question.
I think it's more than that. For RQ, RM etc it's not just about plausible results. It's about a plausible process. The objection to hit points isn't just that they're unrealistic (say, in relation to bow shots or falling). It's also that in D&D combat you don't actually know what is going on.

At least, that's how I read and experienced it.

I don't recall ever being in these "simulation" debates prior to 4E.
The first one I know of personally - which I'm sure was not the first one - is from 1980: Roger Musson's White Dwarf article "How to Lose Hit Points and Survive". The evidence that they took place earlier is (i) the existence of RQ and C&S, and (ii) Gygax's anti-simulationist remarks in his DMG. He wasn't talking in the abstract; he was taking a stand in debates that were live at the time in the fantasy RPGing scene.

What has changed over the past 10 to 15 years is that people have somehow come to identify D&D as a sim system, whereas throughout the 80s and 90s it was recognised that the sim games were those like RM, RQ etc. I think this is the influence of 3E.
 

You claimed that DC by level is anti-sim. All editions other than 3e had lock DC's set by level. A lock for a 1st level 1e thief opens about 15% of the time (I'm working from memory here) modified by race, dex and armour worn. A lock for a 6th level thief opens about 40% of the time. IOW, all lock DC's are set by the level of the character.

Note, in 4e, locks do not change depending on the level of the character. If the lock was DC 20 at 1st level, it's still DC 20 at 20th level. In 1e, that lock was DC 18. Now, it's DC 14. All locks get easier. There's nothing being simulated here. IOW, no matter what, all locks get easier depending on the level of the thief. Just like it gets easier to sneak past creatures, regardless of the creature, depending on the level of the thief. All trap DC's similarly fall regardless of the trap, depending on the level of the thief.

There is exactly no difference between having a fixed DC with a character level based bonus to the roll and having a fixed bonus with a DC related to the characters level. The DC is a 1e lock never changed, your chance of opening it changed based on your increased skill as defined by the characters level. Exactly the same a a 1st level thief and a 6th level thief in 4e having different odds to open the same DC 20 lockbased on their differing bonuses.

The only difference is that 4e explicitly expects the DC to rise based on the level of the adventure, in order to maintain the "sweet spot", as described in the DMG on page 61. Which is there explicitly to meet metagame goals rather than to accurately 'sim' anything.

As Hussar replied, it's not a question of granularity. It's not that D&D lacks detail in answering these questions. Rather, it doesn't answer them at all. It doesn't distinguish between a miss due to the attack stumbling, a parry, a dodge, etc. Nor, in its damage rules, does it distinguish different sorts of injuries, exhaustion etc. The combat rules in fact have only two states - alive and dead - but determine the application of those states via an ablation mechanic that does not actually model any physical process in the gameworld. ("Losing hit points" is a game state; it's not a physiological state, nor the model of any such state.)

As Hussar said, "diminished capacity to take more damage" is a description of a game-mechanical state. It does not describe an ingame state, because there is no state of a physiological system which is "a diminished capacity to take more damage". Killing someone with a sword is not like abrading a plank with a plane, or chipping away at a stone block with a chisel.

And that is absolutely true. In real life, and at your table. Although you might well consider real-world blood loss to serve as an ablative damage function.

It is not absolutely true in every game or at every table, I've already described in this thread what it would mean at mine.

If you insist that D&D is attempting to 'sim' the world as you understand it, then yes it is a miserable failure. A fireball is a grotesque violation of the law of conservation of energy for example. Speak with dead is (at very least) a violation of the laws of entropy. Flight violates conservation of momentum and gravity. A Dragon is a walking-talking-flying-speaking-firebreathing violation of all of the above plus the cube-square law.

And it's the damge system that makes you question the state of the sim? Really?

D&D is not attempting to model your life, it is attempting to model a reality where elements that we would consider supernatural are common place parts of everyday life. Rather that insisting the system falls down because it fails to emulate what happens to you when you stub your toe, consider instead that it may be successfully emulating a world where people know that they will experince life after death with the same certainty you feel about tomorrows dawn. That they know that there is no wound short of death that cannot be healed with perfect recuperation with the aid of magic. It is a fictional reality and it follows fictional rules.

Sim, to you, seems to mean an attempt to model reality as we experience it. Which is fine but it's not the only meaning of the word. In fact that is a completely pointless exercise as many of the experiences related in this thread will show. For many reasons not least of which is we simply don't know how some things work well enough to model them in a game and it would be a nightmare to try.

The sim-as-process joy that I get out of the game comes from not insisting that the rules are some kind of misbegotten tragedy that stand between me and my fun, but instead taking them at face value and seeing where they go. So far they've taken me to some pretty interesting places, and if I don't like where they go, well, I can always change the rules. More often then not the problem lies not at the level of the rules, but with the fiction we are trying to relate them to.
 

I have the Sorcerer game, including the Annointed version, and I see no mechanic whatsoever that actually differentiates it. Indeed, no actual mechanic at all. I am tired of people trying to assert that simple story motivations are in any way new
I think if you describe things at the level of "simple story motivations" you are not going to identify what it is that is being claimed to be new.

For instance, if I think of antecedent mechanics to "kickers", I think of (say) taking Hunted/Enemy disadvantages in Champions/HERO-type games. These have the aspect of player choice of adversity. But they are different too, apart from anything else in being framed as disadvantages, which puts a weight on them in relation to gameplay, and a set of motivations for player and GM, that is different from how a "kicker" works.

And for me, the fact that Jonathan Tweet identifies the kicker in its specific form - a player-authored situation of opening adversity - as "new game tech" counts as a reason to think that he doesn't regard Ars Magica as already incorporating it.

It encapsulates my entire viewpoint about The Forge games too - it became near impossible to simply say, “I don’t enjoy playing Dogs in the Vineyard”, or The Burning Wheel, or whatever, without becoming embroiled in debate with people who were basically saying the reason you don’t like it is ‘you’re the wrong type of player!’, or ‘you’re not playing it right!’ or even more simply ‘you don’t get it!’.
I guess I've not really had that experience.

I mean, I've got no interest in playing Nicotine Girls: the tropes don't particularly grab me, and the whole set-up is rather depressing. (If I was younger and still attending cons, and there was a con session on, I might play it - but that's true of a lot of systems.) But reading Nicotine Girls was, for me, what switched on a light about the structure of end games in an RPG campaign. It helped me bring a long-running Rolemaster campaign to a satisfactory close, and I will be using similar techniques and ideas to manage the conclusion of my 4e campaign. I think reading Nicotine Girls has helped me understand, and is helping me as a GM to manage, the epic destiny aspect of 4e play.

And I can imagine any number of people not wanting to play Burning Wheel - it is mechanically very heavy (its resemblance to RQ and RM in this respect is part of why it appeals to me), for instance. But I think it is a mistake, from both a GMing and RPG design point of view, not to notice some of the techniques that it uses. For instance, I've seen innumerable complaints from people GMing 4e that players in a skill challenge won't attempt skill checks in which they don't have good bonuses. And I think many of those GMs could benefit from adopting some of the techniques that Luke Crane spells out in his BW books - both ways of framing conflict so that players will engage even if it's not mechanically advantageous to them; and ways of narrating failure, so that the upshot is not shutting down those players' engagement with the game.

Luke Crane probably wasn't the first GM to come up with such devices - in my own case, after all, I know that I discovered "no myth" scene-framing as a technique long before I ever read anyone discussing it, although I didn't fully appreciate its relationship to the admonitions to prepare everything that I had read in the GMing books that I grew up on. But Luke Crane's rulebooks give a better statement of these techniques than any other RPG books that I'm personally familiar with.

And for me, that's what matters: the payoff for my RPGing. I don't care whether or not Paul Czege thinks my 4e game is shallow; what I care about is that a single forum post of his taught me more about using NPCs in encounters than any thing else I've ever read on that topic. And whether or not he was the first person to use such techniques, or even to articulate them, it was different enough from the standard advice that I'm happy to credit him with some degree of "innovation" or "revolution".

With regards to 4E and ‘arrogant design’, my point with all these games was that they created a theory based buffer for themselves that actually inhibited critical analysis. In the case of 4E, the whole GNS argument was that the game was made more ‘coherent’ by establishing a specific outlook for playing it. Without delving into edition warring, the problem I have is that by making the game rigidly stick to this agenda, it actually just served to disenfranchise players.
I don't really get this thing of "disenfranchising players". For me, AD&D became unplayable as a serious RPG because of what I increasingly experienced as the inadequacies of its combat and magic rules: hit points, spell memorisation, etc. Was I "disenfranchised" by AD&D? The question doesn't really make sense to me. The game wasn't enjoyable for the sort of seriousness of play that I wanted, so I played a different game (Rolemaster). When WotC started publishing a version of D&D that I could play in a serious way, I stopped GMing RM and switched to 4e. I don't think of that as "re-enfranchisement". It's just me following my preferences: I wanted something from a fantasy RPG that 4e was able to deliver.

As for critical analysis of 4e - I think it is hard to argue that the game has been under-analysed, or not subjected to scrutiny.
 

And that is absolutely true. In real life, and at your table.

<snip>

If you insist that D&D is attempting to 'sim' the world as you understand it, then yes it is a miserable failure.

<snip>

D&D is not attempting to model your life, it is attempting to model a reality where elements that we would consider supernatural are common place parts of everyday life. Rather that insisting the system falls down because it fails to emulate what happens to you when you stub your toe, consider instead that it may be successfully emulating a world where people know that they will experince life after death with the same certainty you feel about tomorrows dawn. That they know that there is no wound short of death that cannot be healed with perfect recuperation with the aid of magic. It is a fictional reality and it follows fictional rules.

Sim, to you, seems to mean an attempt to model reality as we experience it. Which is fine but it's not the only meaning of the word. In fact that is a completely pointless exercise

<snip>

The sim-as-process joy that I get out of the game comes from not insisting that the rules are some kind of misbegotten tragedy that stand between me and my fun, but instead taking them at face value and seeing where they go.
This is an approach to simulationist gaming that I have never encountered except in the context of this forum. [MENTION=6775031]Saelorn[/MENTION] is another proponent of it (I believe - of course I am happy to be corrected if I'm wrong).

Of course, almost any RPG can be played as a simulationist game in this sense - for instance, on this approach there can be no objection to inspirational healing, because we are simply modelling a world in which "severed limbs can be shouted back on". (Those RPGs whose rules are expressly meta-rules for regulating participant narrative authority - Prime Time Adventures is one example - are probably exceptions.) Interrupt actions literally correspond to modest time travel talents. Etc.

But this is not how D&D was designed. The features of D&D that [MENTION=22779]Hussar[/MENTION] and I have called out as "non-simulationist" - hit points and healing; classes, levels and XP; pre-3E saving throws; etc - were not designed by Gygax to be treated as simulations. He expressly states the opposite in his DMG: hit points above 1st level are mostly meta; XP and levels are a game device, but we don't literally assume that, in the game world, there is some magical connection between acquiring loot and increasing in prowess; and saving throws are explicitly given a fortune-in-the-middle interpretation, including the possibility of a successful save vs poison indicating a failure of the attack to penetrate the skin (which [MENTION=996]Tony Vargas[/MENTION] already mentioned upthread, I think).

That's not a reason why you can't treat them differently: no one is saying that you have to follow the dictates of Gygax. But the classic simulationist games - Rolemaster, Runequest, Traveller, Chivalry & Sorcery, etc - were written by RPGers who took Gygax at his word. They accepted that, in the fiction of a fantasy RPG, we are to imagine causal processes to be unfolding in much the same way as they do in real life, unless magic is present. So, for instance, we are to assume that in-game humans learn much like real humans do; and then these games introduce PC build rules that require training or experience as a basis for acquiring and improving skills. We assume that swordplay and injury works much as it does in real life: so we introduce rules in which death and injury don't follow a logic of ablation, but rather follow a logic of attacking, parrying, and taking injuries that debilitate in various specific ways.

4E embraces and takes joy in anti-sim.
I (me, and me alone) hate it when a character gets beat up by ogres and then just bounces back with no recovery time or outside source of healing.
for example, a fighter could go through a day of adventure with nothing happening that crosses into the unfun elements as perceived by Bryon. (Some of these things probably would happen, but it certainly "could" be avoided for any given day). But if he ends up thrashed by Ogres and then that evening insto-recovers his HP then that is a big moment of intentionally designed and celebrated "asim".
That's no more non-sim than being beaten to 1 hp and receiving no penalties at all. D&D characters are unrealistically resilient, that way. Sure, in some eds, a dying character could 'stabilize' on his own get up, and be at full potential for all his attacks, checks, and so forth. That's just the level of abstraction - and, to some extent, of simulating genre - it went for.
In edition to Tony's point, there is the further issue - what does it mean to say "the fighter was thrashed by ogres"? Given that nothing in the game rules tells us the details of any injury suffered by the fighter, if we narrate ourselves into a corner and then complain about the outcome, to some extent we need to question our narrative practices. (The best practical advice I know of on this is found in Robin Laws HeroWars rulebooks.)

More generally, I don't think you can tell whether a game is "sim" or "non-sim" by looking at the fiction that it generates. From the ogre example, how do we tell whether the game was a sim one, in which the rules model really resilient fantasy warriors, or a non-sim one? We can't tell. All we can tell is that the game embraces certain genre tropes.

4e suggests that DC's be linked to level, although, they go a step further and suggest that the scenario reflect the level of the character. It's not that locks change DC depending on the level of the character but rather a higher level character will typically only find more difficult locks (or whatever it is you are trying to do).
I hate it when DCs can consistently and reliable be taken from a single page that covers almost everything.
Saying that 14 INT is not meaningful is a completely different matter to saying that a DC14 lock turns out to be DC 21 because a different character tried to open it.
If you are using the 4e DC chart in the way that Hussar described, then no DC14 lock turns out to be DC 21 because a different character tried to open it. Level-appropriate DCs are pegged to the fiction.

The game does take for granted that you won't have PCs of wildly varying levels adventuring together - if you do, then you can't really peg level-appropriate DCs to the fiction, because you can't pitch the fiction at a level of difficulty that is appropriate for both characters. The 4e rules deal with this issue by clearly advising that the game won't work very well if the PCs are of wildly varying levels - and it gives advice on the awarding of XP intended to prevent such a state of affairs accidentally coming up in game.

Of course, you don't have to always use the DC-by-level chart the way that Hussar describes. For instance, you might take the view that some particular task - say, successfully praying to a god for a certain sort of divine intervention - is just as hard for a high level PC as a low level PC. So you say that, for all characters, the DC is a level-appropriate Hard DC. In that case, a prayer that is DC 18 for one character might be DC 25 for another. But that is no different, as a mechanical feature, from the fact that being hit for 10 hp is fatal for some PCs but a mere scratch for others: as with the connection between the mechanical feature of hit points, and its meaning in the fiction, so the connection between the mechanical feature of the DC, and its meaning within the fiction, is relative to some other property of the character concerned (total hp, in one case; character level, in the other case).

Using the 4e DC chart in the way that Hussar describes need not be anti-sim at all: you peg certain fictional obstacles to certain DCs, and then you frame PCs of the appropriate level into those challenges. The 4e DMG actually takes just this approach to doors, portcullises and falling damage: it gives a chart of DCs by door type, and a rule for damage per distance fallen, and then advises for what level PCs it is appropriate to frame challenges containing certain sorts of door or certain heights of drop-off.

Using the 4e DC chart in a way in which DCs are character relative, though, is anti-sim, in just the same way that hit points are. (For those who treat hp as sim, then of course the character-relativity of DCs could be similarly handled: there is some magical feature of the gameworld which means that higher level PCs encounter more heavenly "static" when they try to pray to the gods - perhaps their egos get in the way.)

I hate it when one brilliant move does not solve a problem then and there because the skill challange says 3 more successes are needed.
As I posted upthread, this is no different from the fact that no matter how brilliant a fighter's strike, it can't kill an ogre (or hill giant, or whatever) dead in a single blow. You noted the analogy but then said nothing further about it.

In D&D combat narration, as expounded by Gygax, the "solution" to the problem in the combat case is that there is a reason, in the fiction, why the single blow can't kill the ogre. The fighter, despite (say) rolling a natural 20 to hit and maximum damage, nevertheless fails to strike the ogre in a vital spot. (Which the fighter could, of course, do with a minimally successful to hit roll and a 1 on the damage die, if the ogre has already been reduced to 1 hp.) In other words, failures and external complications are narrated in to explain why the ogre is not dead.

Narration of a skill challenge is no different. The player's conception of the move may have been brilliant, just as his/her conception of the strike against the ogre. But if the dice plus successes remaining dictate that the challenge has not been overcome, then the GM's job is to narrate in some sort of failure of external complication that accounts for that.

This is standard fortune-in-the-middle stuff. It's not simulationist, at least in process/purist-for-system sense. But it has been a part of D&D's combat system ever since the beginning. Which I think is [MENTION=22779]Hussar[/MENTION]'s point: how can a game which is non-sim in such an obvious way (no matter how good a fighter's strike, s/he can't kill the ogre dead, simply because the ogre is in the metagame state of having full hit points) be put forward as a serious sim vehicle?
 

I think if you describe things at the level of "simple story motivations" you are not going to identify what it is that is being claimed to be new.

For instance, if I think of antecedent mechanics to "kickers", I think of (say) taking Hunted/Enemy disadvantages in Champions/HERO-type games. These have the aspect of player choice of adversity. But they are different too, apart from anything else in being framed as disadvantages, which puts a weight on them in relation to gameplay, and a set of motivations for player and GM, that is different from how a "kicker" works.

And for me, the fact that Jonathan Tweet identifies the kicker in its specific form - a player-authorMagica as already incorporating it.
Well maybe asking Tweet’s erstwhile partner, Mark Rein-Hagen would elicit a different response? His follow up game - Vampire: The Maquerade (which Ron Edwards expressed seething hatred of in written articles) - actually featured an idea of playing structured, player driven Preludes for characters, with details created to establish exactly how, why and what happened for the PC to become a Vampire. Sounds pretty much like “a player-authored situation of opening adversity” to me. But while this example was explicitly detailed (more so than Sorcerer’s Kickers) the notion of players providing a reason to adventure is as old as the hobby itself.

Luke Crane probably wasn’t the first GM to come up with such devices - in my own case, after all, I know that I discovered “no myth" scene-framing as a technique long before I ever read anyone discussing it, although I didn't fully appreciate its relationship to the admonitions to prepare everything that I had read in the GMing books that I grew up on. But Luke Crane’s rulebooks give a better statement of these techniques than any other RPG books that I’m personally familiar with.
Read more RPG books then?

The problem with most of Luke Crane games - the latest one I played was FreeMarket - is not that the games are complex, but that the needlessly make the game complex as if it’s a substitute for depth or style. The point about these games being ‘guarded against criticism through game theory’ is that he would never accept this criticism as being in any way valid, and simply writes games to please himself, and a cadre of ‘believers’ rather than a critical audience.

And for me, that’s what matters: the payoff for my RPGing
Even if it’s just a case of you not having located these ideas from other sources previously? The issue here is your own subjective perception based on your open experiences, and discounting those of others. That’s the problem with a lot of these debates in a nutshell.

I don’t really get this thing of “disenfranchising players".
You’re missing the point here too. D&D4th was designed to suit a narrow agenda. The fans that had grown up with the game catering for different outlooks and play styles were disenfranchised. The criticism and scrutiny you cite, however, was overlooked by those that felt the game had reached is goals by sticking to this narrow agenda and focussing heavily on realising it. This is largely what framed the ‘edition war'.
 

The problem with most of Luke Crane games - the latest one I played was FreeMarket - is not that the games are complex, but that the needlessly make the game complex as if it’s a substitute for depth or style. The point about these games being ‘guarded against criticism through game theory’ is that he would never accept this criticism as being in any way valid, and simply writes games to please himself, and a cadre of ‘believers’ rather than a critical audience.
I don't understand what is objectionable about writing games to please himself and those others who like the games. If people want to buy his games, what's the problem. (And it's not as if Ken Hite is a non-critical "believer" whom Luke Crane duped into praising BW.)
 


Because it’s exempting his game from criticism - isn’t critical analysis of game design what The Forge was supposed to be about?
I don't understand how desinging a game to please oneself is exempting the game from criticism. I mean you're, right now, criticising the game - in what way is it "exempted"?

If by "designing to please himself" you mean no thought or effort has gone into the design, then I flat-out disagree. I think the evience of thought and effort is very plain in the BW rulebooks.
 

Trippy Hippy said:
You’re missing the point here too. D&D4th was designed to suit a narrow agenda. The fans that had grown up with the game catering for different outlooks and play styles were disenfranchised. The criticism and scrutiny you cite, however, was overlooked by those that felt the game had reached is goals by sticking to this narrow agenda and focussing heavily on realising it. This is largely what framed the ‘edition war'.

Read more: http://www.enworld.org/forum/showth...-Simulationist-style-Game/page9#ixzz39WjEkEuA

See, this right here is what I really don't get. Let's use BryonD's objection to 4e's HP recovery. Ok, fair enough, it is faster than any earlier edition (although, realistically, not much faster than 3e). But, modifying this to match the HP recovery rate of any other edition is ludicrously simple.

1. Determine what rate of recovery you like.

2. Extended rests no longer restore full HP and Surges.

3. Instead, Extended rests restore a number of surges based on how fast you want HP to be recovered.

DONE. It's literally that easy to model any D&D healing rate in 4e. And changing the healing rate will generally go a long way to recreating the pacing of earlier editions as well. Three simple steps and you can modify 4e to look a lot like any other edition. How the heck is that a "design to suit a narrow agenda"? 4e's agenda was no more narrow than any other edition. Whether it's the HEROization of D&D in 3e or Gygaxian naturalism in 1e. If you couldn't fiddle with the rules to suit your play style, that's on you.

------

On the dart ninja experiments. How does that actually work though? Darts do 1 HP of damage, but, what does that actually look like? Can I shoot a 2HP commoner in the hand twice and drop him? Or do those attacks have to be placed somewhere potentially fatal? How does the person in the game world know what a blowgun's damage is?

This idea that you can reify the mechanics in the game world is such a bizarre notion. These are abstractions. As such, you can't actually make them real, any more than you can make C real. C is an abstraction so that we can understand how fast light goes in a vacuum. But, you cannot point to C anywhere in the universe. It doesn't have any real existence. HP have no real existence. You cannot measure them any more than you can measure a plus sign.
 

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