Didn't mean to imply otherwise.I didn't say it was my complaint (or remark if that sounds negative).![]()

Didn't mean to imply otherwise.I didn't say it was my complaint (or remark if that sounds negative).![]()
I think a wound/vitality split is probably cleaner and provides better play. In your version, we still have the weird attrition thing that is far from clear in the fiction, with there never being a clear moment when a dead PC actually received a mortal wound.Each character's hit point total represents both capacity to take actual damage (roughly 3/4 of their starting hitpoint total at 1st level rounded up) and ability to avoid taking actual damage from attacks due to skill, stamina, luck, etc.. (the rest of them).
So, each "hit" to a character could be thought of as doing a (roughly for higher level characters) 1/(2*level) fraction of the total of damage of the appropriate type (burns for fire, frost-bite for cold, cuts for slashing, bruises for bludgeoning, etc...) and the rest as a reduction in capability to avoid damage.
In AD&D combat, which does not track position once characters are engaged (Gygax actually calls for random determination of targets as the default for both melee and missile fire) and in which hit point loss that does not reduce to 0 tells us nothing but whether or not the PC is set back in the fight, there is no simulation: the mechanical processes are not modelling and yielding information about in-fiction causal processes and the resultant unfolding events beyond what we already knew going in - these people are fighting - and what we know at the end - these people are dead/dying.In any case, D&D does a decent job for me of simulating fantasy fiction. There's always going to be a compromise between simulation, speed of play and fun. I don't see how you can say that D&D is not a simulation at all or that HP are meaningless
How does this tell us anything about whether or not hp are a simulationist mechanic? Simulationism is a term of analysis, not a term of praise.Just because you've decided HP are terrible doesn't mean they serve well enough for most people.
How much what? Maiming? Bleeding? Shock? Fear? Utterly debilitating pain?I just don't agree with HP adds literally nothing to the narrative. You have to have some way of tracking how much a person can sustain before losing consciousness.
I think a wound/vitality split is probably cleaner and provides better play. In your version, we still have the weird attrition thing that is far from clear in the fiction, with there never being a clear moment when a dead PC actually received a mortal wound.
In AD&D combat, which does not track position once characters are engaged (Gygax actually calls for random determination of targets as the default for both melee and missile fire) and in which hit point loss that does not reduce to 0 tells us nothing but whether or not the PC is set back in the fight, there is no simulation: the mechanical processes are not modelling and yielding information about in-fiction causal processes and the resultant unfolding events beyond what we already knew going in - these people are fighting - and what we know at the end - these people are dead/dying.
4e D&D combat introduces a lot more information, and so (compared to AD&D) is more simulationist, but not in virtue of its hp rules which are basically the same: it uses position and effects (including force movement, which iterates on position) to provide information about in-fiction events during a fight. This is what makes it much more visceral than AD&D combat, at least in my experience.
I don't have enough experience with late 2nd ed C&T resolution, 3E or 5e to comment on the non-hp aspect of those systems.
No one has said that hp are literally meaningless in every respect. They convey information about whether or not the character is losing the fight. @Hussar accepts that. They are meaningless as an indicator of what is actually going on in the fiction. They don't tell us how or why someone is losing a fight. And that's a design decision, as Gygax explained back in 1979.
Category | % of HP |
Bruised | 75-99 |
Wounded | 50-75 |
Bloodied | 25-50 |
Critical | 1-25 |
No matter how you dress it up or prop up your opinion with terminology it's still just a preference. It's still just a game, games that may well be trying to model different fictional assumptions.How does this tell us anything about whether or not hp are a simulationist mechanic? Simulationism is a term of analysis, not a term of praise.
How much what? Maiming? Bleeding? Shock? Fear? Utterly debilitating pain?
As @Hussar and I have both pointed out, a 5e D&D character who is on zero hp may die in less than a minute, or may recover consciousness within a few seconds, and within a day be right as rain, simply under their own steam. It's not plausible that, in the fiction, the character is in a state that admits of both those possibilities. (I don't even know what such a state would be, in physiological terms.)
In the fiction, the character either is about to die, or is merely swooning from pain and shock as Frodo was in Moria. The function of the death and dying system is to generate uncertainty, among the game participants, as to what the true state of affairs is. Just like JRRT, in LotR, generates uncertainty in the reader as to what Frodo's true state is. It's not to model an in-fiction state of affairs.
A system like RQ or RM or Burning Wheel never generates this sort of uncertainty among the game participants, because it nails down the in-fiction situation at every point.
An account of the strengths of hp as a resolution framework doesn't begin as an apology for what they don't do, especially because - as @Thomas Shey and I have pointed out - it is trivial to come up with workable mechanics that are more simulationist. An account of the strength of hp focuses on their virtue as a gameplay device. I already mentioned, upthread, that both Gygax and Robin Laws draw the express comparison to cinematic technique, in which tempo ebbs and flows and we're never sure how bad a particular blow was until the conclusion, when the final state of the protagonist is revealed.
In my view it was a great strength of 4e D&D to lean into this feature of hp resolution, and rely on other features of the system - positioning and effects, as I already posted - to carry information about the fictional state of affairs as the combat unfolds.
I was not going for the middle at all there and apologize if it sounded like I was.On my original suggestion I was trying to go as close to D&D as possible with a bit of narration. And the Phoenix Command one was in response to @Oofta 's super detailed fighting example was either.
Just because you've decided HP are terrible doesn't mean they serve well enough for most people.
I'm okay with change, I just have yet to see a system that would be that much better and not just tweaking the HP concept in ways that don't really seem to add all that much value to the game.
I don't have a problem if you prefer different systems. Just don't insult others by claiming that the only reason to keep HP is tradition.
I figured, but I just think the whole idea its "Detailed to the tiniest margin or just do a big broad strokes thing" is one of those kind of arguments I see a far bit when this sort of topic comes up, and frankly, it makes me roll my eyes really hard (its actually worse when coming from some super-rules-light proponents than it is from people in the D&D sphere, because the former seem to think anything non-minimalist is "overcomplicating things" whereas at least non-OSR D&D people are usually too self-aware to go to that idea).
4e D&D combat introduces a lot more information, and so (compared to AD&D) is more simulationist, but not in virtue of its hp rules which are basically the same: it uses position and effects (including force movement, which iterates on position) to provide information about in-fiction events during a fight. This is what makes it much more visceral than AD&D combat, at least in my experience.
No one has said that hp are literally meaningless in every respect. They convey information about whether or not the character is losing the fight. @Hussar accepts that. They are meaningless as an indicator of what is actually going on in the fiction. They don't tell us how or why someone is losing a fight. And that's a design decision, as Gygax explained back in 1979.
How does this tell us anything about whether or not hp are a simulationist mechanic? Simulationism is a term of analysis, not a term of praise.
I've pondered the to-hit and then soak, with fatigue and physical damage with penalties, but haven't gotten to the point of liking one on paper enough to find playtesters. If it doesn't add too much mental overhead it would be something that I'd like sometimes. If it does, then not so much. I assume if I ever try it I'll post the results.