Well, no, that's not what abstraction means. You cannot logically argue from the specific to the general, only from the general to the specific. To take your example, the abstract category of "all balls" allows for soccer balls to exist in the category. The abstract category of "soccer balls" does not allow for tennis balls to exist in the category. So, when I pointed out that you've created a narrower set of abstraction for hitpoints, specifically that hitpoints are abstract representations of meat, this is not the same set of things that hitpoints generally represents -- you cannot logically equate the two, they are different things.
en.wikipedia.org
abstraction in its main sense is a conceptual process where general rules and concepts are derived from the usage and classification of specific examples, literal (real or concrete) signifies, first principles or other methods.
"an abstraction" is the outcome of this process, a concept that acts as a common noun for all subordinate concepts, and connects any related concepts as a group field, or category.
this is the definition of abstraction, which is what i said abstraction means, so yes an abstraction about balls is an abstraction that includes soccer balls, it is assumed that when an abstraction about balls is used then if its use is correct it can always be applied to soccer balls, otherwise the use of the abstraction of balls is an improper use because the abstraction is to general for the use where a specific that fits into the abstraction would fit better.
so how does it relate to hitpoints? hitpoints is an abstraction,
a concept that acts as a common noun for all subordinate concepts and connects any related concepts as a group field, or category, what subordinate concepts do hitpoints act as a common noun for and what related concepts does hitpoints connect those subordinate concepts to as a group field?
the subordinate concepts of hitpoints and the related concepts that hitpoints connects these subordinate concepts to as outlined by its definition in the srd (
Damage and Healing :: 5e.d20srd.org) are as follows (subordinate concepts highlighted in
bold related concepts highlighted in
underline)
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
so how does this relate to what you think about my statement? i haven't conflated the idea that hitpoints as an abstraction is the same thing as physical durability as an abstraction, what ive done is argued that because hitpoints does not argue to what extent physical durability is a subordinate concept to hitpoints and thus as a dm whom the entire purpose of hitpoints as an abstraction is ment to serve as a tool for narrative, i have a valid use of the concept of hitpoints to be any measure of physical durability when compared to the other subordinate concepts of hitpoints.
furthermore my entire thesis argument is arguing that the related concepts in the game which hitpoints connects physical and mental durability, the will to live, and luck represent physical durability almost exclusively because of hitpoints relationship with damage as a related concept, and specifically within the further narrow interpretation of damage a character takes in the form of injury. this is because the subordination concepts to hitpoints abstraction are not the only qualifications which dictate hitpoints best use as an abstraction, the related concepts that hitpoints connects its subordinate concepts to give context to how specific the abstraction should be, and that's my argument.
And, now you're misusing abstract. Hitpoints are definitely purely abstract in that the do not represent anything specific, they lack factual meaning. There are traits of abstractions, though, and D&D in general uses a wider set of traits for the abstraction of hitpoints that you use in your argument. The point I'm making here that that you claiming that "all meat" is an equal abstraction to the definition you quoted above is logically flawed -- they are different things.
except the definition the game gives for what hitpoints are and what they do disagrees with your assertion that they are purely abstract in that they do not represent anything specific, and if they were purely abstract and do not represent anything specific then i would be correct to use any method of specifying what they represent that i as a gm want to.
and its weird that you make this specific argument ive even highlighted in
bold exactly what im talking about you saying because i also
underlined you saying something that completely refutes your argument which you say not more than a sentence later. you can NOT have
purely abstract, do not represent anything specifically, and lack factual meaning and still have
traits of abstractions at the same time, traits of abstractions would imply meaning otherwise they wouldn't be there.
all meat would not be an equal abstraction, but because the quantities of the abstraction arnt given then any quantity of meat i want i can have as a gm while being consistent to the idea of what the dominant concept of hitpoints is. regardless of what other subordinate concepts exist within the abstraction of hitpoints, meat is in there, and without defined quantities it can be any quantity less than 100%.
If the difference wasn't ridiculous to you, you'd not have bothered discussing it. There are many such differences in D&D that are often elided over because the disruption they cause to our imaginings of the fiction are not large enough. When it gets large enough, it seems ridiculous to us. You've engaged in a semantic argument here over the word ridiculous while ignoring the thrust of the argument -- that your appreciation of the difference in hitpoints is due to what assumptions you've brought in, not a fundamental requirement of the RAW.
my appreciation of the difference in hitpoints is due to what assumptions ive brought in, not a fundamental requirement of the RAW. the RAW fundamentally requires me to consider
the will to live as a subordinate concept of hitpoints (not even counting other subordinate concepts throughout the games history that fit) and yet provides no basis for this requirement other than a throw away line in the definition of the statistic. as an abstraction the game requires me to make assumptions about what hitpoints are based on what the game tells me literally and what the game does mechanically, the game literally tells me that "Hit points represent a combination of physical and mental durability, the will to live, and luck" which does not even account for how hitpoints are related to a creatures experience as though its not specified in the definition of hitpoints its clearly a related concept to hitpoints because gaining experience increases a characters hitpoints without ever explaining why.
this game REQUIRES assumptions about what its mechanics mean in order to be played, thats the central theme of this entire threads arguments, what i did was took what the game defines as subordinate concepts to hitpoints and related concepts to hitpoints, dissected and analyzed what those concepts own subordinate concepts and related concepts are, and came to my conclusion about which proportion of hitpoint's subordinate concepts best reflect what it actually means as an abstraction.
if you want to tell me that ive brought anything outside of the fundamental requirement of RAW,
prove it.
If you want my opinion about your choice of interpretation, I think it's far too limiting on the kinds of stories that can be told. If my characters must have supernatural ability to absorb damage with meat, then I can only have games that feature themes compatible with that, so no swashbuckling, or highly skilled martial artists, etc. I only have bricks that soak massive damage as a trope. It's too limiting.
If you use hitpoints as a broader abstraction, then you can use a broader set of tropes. This is the fundamental reason I disagree with your argument -- such a limit on usable tropes is entirely absent from the materials out for the game.
hitpoints and damage arnt the only mechanics in this game, i think everything you dont think fit into the concept of hitpoints as a measure of a characters durability (even if its supernaturally high) are covered by other mechanics. and if there are class features in the game or feats that grant hitpoints as a result of some other subordinate concept or related concept of hitpoints not mentioned in its definition then i dont know of it, however then for the instance of that ability that class feature or feat just happens to push the quantity of hitpoints that is defined by supernatural durability a few percent lower. your welcome to share all the mechanics in the game you think fit this.