Whizbang Dustyboots
Gnometown Hero
Is every "to hit" roll actually physically contacting a character in the game? Or are they whittling down their opponent's energy and luck and only the last few "hits" are actually drawing blood?
As far as I'm concerned, a hit is a hit. It may only leave a scratch, but it connects.Is every "to hit" roll actually physically contacting a character in the game? Or are they whittling down their opponent's energy and luck and only the last few "hits" are actually drawing blood?
It's table-dependent as well as game-dependent and absolutely follows the "What are hit points" question.I think it's game-dependent. It kind of follows the "What are hit points?" questions, and whether there are multiple types of hp tracks, whether your hp pool grows significantly as you gain skill, and how quickly said hp come back all are important to consider.
That's an interesting take, I've never known a player that is disappointed without blood with every hit. It's still a game, they know hp were removed, requiring blood in the description seems arbitrary, as well as unrealistic (unless they're fighting a blood elemental or something).It's table-dependent as well as game-dependent and absolutely follows the "What are hit points" question.
In a D&D-style hit-points and armor-class system, what I'd like, but don't think I could sell my players on, is a "hit" being an attack close enough to feel or otherwise sense. So it's a hit if an arrow that whizzes by the ear of an unarmored character, close enough for the character to feel its passage. But it's a miss if the arrow hits the armor of a heavily armored character and bounces off without the character noticing the impact.
But there's a strong intuition that there must be blood, and a sense of disappointment if a successful attack only causes a bloodless loss of hit points. Players are disappointed when monsters don't bleed when hit - so much so that they'll embrace having their own characters bleed as the price of avoiding this disappointment. Put this on top of GMs being disappointed when PCs fail to bleed when hit, and the bloodlust becomes an unstoppable natural force.