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D&D 4E 4e Hitpoints are modelled after quantum mechanics

Dragonblade

Adventurer
A number of healing threads have popped up recently, and I got to thinking about how hitpoints in 4e works as opposed to prior editions. Hitpoints have always been abstract. They represent a combination of real wounds, fatigue, and morale. Blood, sweat, and tears.

However, in 4e, exactly defining that damage in a narrative or simulationist sense, has to occur after the effects of hit damage (or recovery) have been determined. In other words, if you fully heal after an extended rest, well then all that hitpoint damage you took was just fatigue and loss of morale. Anything else just doesn't make sense. You couldn't completely recover from a serious sword wound after 6 hours. Likewise, loss of morale can't kill you.

This concept exists in quantum physics. See Schroedinger's cat for an example.

In essence, prior to recovery or death, the physical condition of a D&D character exists in an indeterminate quantum state! :D

For example, if an enemy stabs you and does X damage, is that damage real wounds? Or just bruises, fatigue, and loss of morale? You don't know! You can't know until those wounds are recovered from, or the character dies!

The only logical explanation is that damage exists in an indeterminate quantum state until you take an extended rest, or die. At that point, the quantum wave function collapses and you can definitively determine whether that wound was actually real all along, or just fatigue. But until you recover (or die) from the hitpoint damage you take, the actual effect of that damage cannot be determined. :cool:
 

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But then, we need to know: What collapses the wave-function? It's not interaction or observation, it's rest, but also death?

It also leads to the question: How do several wavefunctions interact with each other? Are they mutually exclusive and cannot be in the same quantum states? Surely not, hence they're probably Bosons, as the exclusion principle doesn't apply to them... does that mean, I can make a Bose-Einstein-Condensate out of adventures?

Together with the non-isotropic space... fabulous! 4E is more than a RPG, it's esoteric math and physics for everyone!

Cheers, LT.
 

Lord Tirian said:
Together with the non-isotropic space... fabulous! 4E is more than a RPG, it's esoteric math and physics for everyone!

Ah yes, I forgot about the non-isotropic space issue. ;)

Seriously, what other hobby encourages people to learn math, science, language, and creativity to the degree which RPGs do?
 

Schroedinger's Cat - Level 1 Quantum Minion
Small Natural Animal XP 25

Initiative: +3, Senses: Perception
HP: There is a 50% chance that a quantum minion is dead when hit by an attack that deals damage, or when it's box is opened
AC: 14, Fortitude: 13, Reflex: 19, Will: 10
Speed: 6
m Claw: (standard; at-will)
+6 vs. AC; 1 damage.
Quantum Uncertainty: (immediate; at-will, when anyone asks if Scroedinger's Cat is dead)
Scroedinger's Cat automatically confuses anyone who asks if it is dead. Save ends.
Alignment: Unaligned, Languages: Feline
Str 3 (-4) Dex 15 (+2) Wis 12 (+1)
Con 10 (0) Int 2 (–4) Cha 7 (-2)
 

Meh, if my group starts whining about "unrealistic" healing at night I'll just tell them the elves sprinkled magical fairy dust in their iron rations that makes them heal faster.
 

I tried to understand QP and failed miserably (I mean, FFS, the cat is either dead or alive no matter who is looking; damn you Schroedinger!) so someone who understands will have to answer me this:
Can even QP explain 1-1-1-1 movement?
 


Fun little analogy. The "unknown" state has been used tons in wargaming for years and years. The tank movement in "Barbarossa to Berlin" defies logic and sanity, but usually resolves itself into a reasonable model after the fact into a form that would make sense over the long term.

The truth is, though, that the damage you take really isn't "unknown"- any hit you take that doesn't take you into negative territory isn't serious- it represents a bruising glance, a rough push, a skin-deep scratch, what have you. You know this from the get-go. The situation that most resembles Schrodinger's cat is the "dying" state, where the players don't know if or when a player dies- he could die in a matter of seconds or he can leap up after shaking the cobwebs from his head. I really like the new take, honestly- who knows how long he has to live? Hurry up and take care of him!
 
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