Wow, I and @Oofta do almost the exact same thing. I only add one thing. If a player is formed on medicine I give a rough estimate of the HP of the creature one wounded. It does require a bonus action, and if a battlemaster, the check is free if of approriate level.
They're all just symbols, that communicate a narrative. For me the crucial step is how well the mechanics structurally capture the narrative they intend to represent. The worst, do something that might be reasonable mechanically, but have insufficient of the dynamic being represented in them.I feel like a sense of wonder is connected to a sense of mystery, and the more the players know, the less they feel both. Which is partly why older gamers get burned out -- the wonder and mystery is gone. Same happens with movies and TV. I can't help but wonder if the solution for older gamers is to remove information.
For what it's worth, I found my old chart
HP Indicator
Healthy: 76-100%
Wounded: 51-75%
Injured: 26-50%
Hurting: 01-25%
For me it's more like (without hard % ranges, just general overview, rarely the same description twice, and amended to suit the particular foe)For what it's worth, I found my old chart
HP Indicator
Healthy: 76-100%
Wounded: 51-75%
Injured: 26-50%
Hurting: 01-25%
Video game designers have mastered the art of using game mechanics to create a desired emotional experience in the audience. But in the RPG space, and especially D&D, many designers are still stick thinking about game mechanics as a tools to simulate... something...From the earliest days of my career as a DM, I've always strived for a sense of immersion through simulation. In each of my games, I wanted the story to feel real, not explicitly "gamey", or mechanically precise. I made dozens of subsystems to simulate injury, told stories from the perspective of what the characters would know, and, for a time, I enjoyed that.
But, then, I started to think back on the games (often, the video games) which truly engaged me in their stories. In many of these games, the player was allowed to know, in a purely mechanical sense, what the hell was going on. There's a reason the best games have boss battles with huge health bars at the top of your screen. The anticipation you feel while watching that bar drain out, and seeing the Boss shed its layers, is indescribably exhilarating.
So, I decided to dip my toes into the waters of letting D&D be a game, rather than a purely immersive experience. It started by having the BBEG's health tick down, through Roll20, right on the screen. The players strategized, and waited until the boss had been weakened significantly to unleash the final, most risky, blow. I then tried adding the kind of visual or audible indicators which games often have, but, this time, very explicitly. I'd say "resist" or "weakness" when certain types of damage were dealt, and the information would be noted on-screen. Eventually, I did away with most of the subtlety altogether, letting the players look over the BBEG's stats and gnaw their fingernails in anticipation.
Immersion doesn't always lead to fun, and, sometimes, being able to see what you're up against is half the enjoyment anyway.
That and something to just dismiss a problem outright with "no I just do it" like with some of the ranger stuff, many many background features,some of the monk stuff, etc. "GM: solve for x" ->PC: actually I automatically solve it so lets keep going."Video game designers have mastered the art of using game mechanics to create a desired emotional experience in the audience. But in the RPG space, and especially D&D, many designers are still stick thinking about game mechanics as a tools to simulate... something...