It is true that D&D is moving from (pseudo-)simulationist rules to a different sort of rule. But it doesn't therefore mean that the rules are purely abstract or technical and have no in-game meaning. Rather, part of what playing involves (both for players and GMs) is explaining, in in-game terms, what has happened to cause the change which ensues from application of the game mechanics.Dalvyn said:In older editions, rules always seemed "natural" to me, in the sense that they would describe imaginary scenes that play in the players' minds.
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Yet, in 4th edition, I see more and more rules that seem to be nothing but abstract rules; that is, rules that do not translate well into the imagination.
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I am sure it is possible to make monsters and combats interesting without having to resort to such unrealistic tricks that do not translate well into the "realistic imagination" world
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I have a problem with integrating tricks/abstract mechanisms like Second Wind or getting healed because you manage to strike an opponent (or worse, getting healed because one of your friends managed to hit a foe) though. I also have a problem with the cinematic interpretation you suggest, that seems to be that damage later healed by a Second Wind-like ability actually never happened in the first place, but was "cinematically" avoided.
Good rules are simple rules that are easy to apply. Rules that are based on interpreting hit points on something much more complex than just physical integrity are thus bad to the game.
To look at your Second Wind example: the problem there begins not with the rules, but with the GM telling the player that his/her PC has suffered terrible damage. Given that the PC has a usage of Second Wind left, both GM and player know that the damage dice don't necessarily represent actually physical harm, but perhaps only exhaustion or minor scrapes as the PC narrowly avoids being skewered. And it therefore becomes incumbent on the GM (and the player, who also can take on this narrative role, presumably) to give an in-game description that fits with this.
Then, when the player triggers his/her PC's Second Wind, s/he can narrate what it is in-game that restores the PC's energy and gets him/her back into the fray. Or when the PC is inspired by the Warlord ally, the player can again narrate what it is that brings his/her PC back to life.
I think the message conveyed is quite different: it's one of treating the mechanics as a sort of metagame device for distributing control over the narration of the in-game reality. Instead of the dice rolls telling us what is happening in the gameworld, they set parameters within which GMs and players have the freedom to create their own descriptions of what is going on.Dalvyn said:My problem here is that those abstract hit points rules convey the following message: "Don't bother about what's happening practically, just follow the rules mechanically, add up and substract numbers, and don't worry". That is not really the kind of message I would expect from a roleplaying game, where I'm supposed to play a role. My character is both someone who lives in my "realistic imagination" world and a set of numbers defining it; and I actually think good rules should make it easy for me to match those two aspects rather than set them apart.
Hence the call by Chris Sims's to abandon a perception of the rules as straightforwardly modelling the gameworld, and his reference to "roleplaying cues". It's about more support for and freedom to roleplay, not less.