billd91
Not your screen monkey (he/him)
This pattently not true.
Depends on what edition you're playing and how you're playing it.
This pattently not true.
Your admission that it doesn't apply to some editions proves my point.Depends on what edition you're playing and how you're playing it.
I hate to break it to you, but even if you take every game rule as representing the setting... you've got an inconsistent mess.
The big one for me recently is slot levels in magic. They make no coherent sense. They are entirely a fabrication of the game.
But, they make the game easier to play, and it is far more trouble to fix than it is to just leave alone and ignore. (Spell points don't neccesarily help, just move the problem around)
Though we come from different sides on this issue, I've got to agree with Charlaquin on this one.As I’ve said before, it doesn’t need to heal completely, just enough that the character is able to continue fighting.
Genre conventions, mythology, RL traditions and beliefs.No coherent sense... compared to what? There’s no reality being simulated, so all magic systems are arbitrary.
The slower recovery of HD should impact that.which is where this analogy kind of falls down in that D&D characters can to a large extent keep doing it for as many consecutive days as they need.
No coherent sense... compared to what? There’s no reality being simulated, so all magic systems are arbitrary. That pretty much gives the game designers free rein to use whatever game construct is convenient to their design and vision and be just as ‘realistic’ as every other magic system.
D&D represents a simplified model. There needs to be a way to mechanically represent the narrative of physical injury, and Hit Points are the only mechanic in the book that are remotely relevant. Either HP damage represents physical injury, or there are no rules for physical injury.But HP loss doesn’t need to be the way to represent that narrative mechanically.
Minor cuts and bruises, along with general fatigue, do not accurately reflect the outcome of catching three arrows in the back; or of falling thirty feet into poisoned spikes. It certainly doesn't reflect a state where you are twelve seconds from bleeding out.In order for the narrative to accurately line up with the mechanics of 5e, the loss of HP must be represented narratively by something other than serious injury. Minor cuts and bruises, along with general fatigue, fits that bill well.
Meta-gaming (in the common context) is the use of out-of-character information when making an in-character decision. When you decide whether Bill the Knight would pursue the fleeing ogre, or retreat to check on the villagers, you can't use information that Bill wouldn't have....What are you even talking about here?
If success is allowing players to have fun, by giving them an efficient way to model an interesting speculative setting, then we also have a lot of winners.True! If success is never getting published, then we have winners in the millions.
The unfortunate fate of most RPGs.
I have several times now called out mechanics that better represent physical injury than HP loss: failed death saves, exhaustion and other negative conditions, long-term injuries from the DMG, flaws, and effects that prevent you from regaining HP are all better options, take your pick.D&D represents a simplified model. There needs to be a way to mechanically represent the narrative of physical injury, and Hit Points are the only mechanic in the book that are remotely relevant. Either HP damage represents physical injury, or there are no rules for physical injury.
You’ve got it backwards. What the game needs is a resource that the players must manage over the course of an adventuring day is taxed by combat and various out of combat hazzards. Since it doesn’t make narrative sense for such a resource to represent physical injury, another narrative explanation is required. An abstract quality that roughly measure’s the character’s ability to keep fighting is suitable for this purpose.What we don't need are rules to model vague whatever, short-term exhaustion, or plot armor. Those aren't things that happen frequently within a fantasy narrative. If physical injury isn't important enough to warrant a major game mechanic, then those things certainly don't either.
Which is why those things should not cause HP loss. They should causeMinor cuts and bruises, along with general fatigue, do not accurately reflect the outcome of catching three arrows in the back; or of falling thirty feet into poisoned spikes.
And so a character survives being reduced to 0 HP and falling unconscious, then they must not have been 12 seconds from bleeding out.There is no consistent narrative which describes a condition where you are both twelve seconds from bleeding out, but also fine after taking a nap.
It absolutely is. It’s useful for narrating the effects of the hit point mechanic.And the narrative where you are slightly fatigued, with minor cuts and bruises, is not useful at all.
This is a false dichotomy. The game can, and does, have mechanics that represent both narratives.There's no benefit to choosing that one, over the narrative of physical injury which demands representation.
What on earth does any of this have to do with HP and healing?Meta-gaming (in the common context) is the use of out-of-character information when making an in-character decision. When you decide whether Bill the Knight would pursue the fleeing ogre, or retreat to check on the villagers, you can't use information that Bill wouldn't have.
The out-of-game fact, that Bill is being played by the Anna rather than Charles, is information that Bill doesn't have it. It doesn't matter who the DM is.