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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="pemerton" data-source="post: 6683868" data-attributes="member: 42582"><p>I don't think everyone agrees with this.</p><p></p><p><a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Ron Edwards on a similar issue</a>:</p><p></p><p style="margin-left: 20px">I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and Spiritual Attributes in The Riddle of Steel are Resource-based metagame mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and these mechanics' many derivatives in other games, are straightforward, non-metagame Resources. Similarly, I suggest that the role-playing bonuses based on out-of-game neatness in Sorcerer are metagame, whereas the Stunt rules based on difficulty or unlikelihood in Feng Shui are not.</p><p></p><p>Gygax is himself ambiguous about this in his DMG. He makes it clear that hit points are not, primarily, a measure of physical injury (let alone of the ablation of physical wellbeing, as if humans are defeated in combat in the same way that one wears down a rough board with sand paper). But he does say, for example, that "the accumulation of hit points and the ever-greater abilities and better saving throws of characters represents the aid supplied by supernatural forces" (pp 111-12). That leaves open a straightforward, non-metagame interpretation of hit points - though it doesn't answer the further question of how a particular character might know how much supernatural aid s/he still has left in the bank (so there would still be a player/PC knowledge gap).</p><p></p><p>On the other hand, the passage on p 81 does suggest that hp are metagame and not representational of anything in the fiction: Gygax there says </p><p></p><p style="margin-left: 20px">[R]ecall the justification for character hit points. That is, damage is not actually sustained -at least in proportion to the number of hit points marked off in most cases. The so called damage is the expenditure of favor from deities, luck, skill, and perhaps a scratch, and thus the saving throw. If that mere scratch managed to be venomous, then DEATH. If no such wound was delivered, then NO DAMAGE FROM THE POISON.</p><p></p><p>This makes both hit points and saving throws seem like metagame devices for rationing the narration of character death. In 4e I think this non-sim approach to hit points reaches its full realisation. My sense is that 5e is trying to go back to some sort of ambiguity.</p><p></p><p>(Like pre-4e D&D, 5e also has the oddity that higher level PCs are harder to heal to full strength - that does suggest a non-metagame reading of hit points, either as "meat" - compare "light" to "critical" wounds - or as "mojo", with only powerful clerics able to restore the mojo of powerful characters.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6683868, member: 42582"] I don't think everyone agrees with this. [url=http://www.indie-rpgs.com/articles/15/]Ron Edwards on a similar issue[/url]: [indent]I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and Spiritual Attributes in The Riddle of Steel are Resource-based metagame mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and these mechanics' many derivatives in other games, are straightforward, non-metagame Resources. Similarly, I suggest that the role-playing bonuses based on out-of-game neatness in Sorcerer are metagame, whereas the Stunt rules based on difficulty or unlikelihood in Feng Shui are not.[/indent] Gygax is himself ambiguous about this in his DMG. He makes it clear that hit points are not, primarily, a measure of physical injury (let alone of the ablation of physical wellbeing, as if humans are defeated in combat in the same way that one wears down a rough board with sand paper). But he does say, for example, that "the accumulation of hit points and the ever-greater abilities and better saving throws of characters represents the aid supplied by supernatural forces" (pp 111-12). That leaves open a straightforward, non-metagame interpretation of hit points - though it doesn't answer the further question of how a particular character might know how much supernatural aid s/he still has left in the bank (so there would still be a player/PC knowledge gap). On the other hand, the passage on p 81 does suggest that hp are metagame and not representational of anything in the fiction: Gygax there says [indent][R]ecall the justification for character hit points. That is, damage is not actually sustained -at least in proportion to the number of hit points marked off in most cases. The so called damage is the expenditure of favor from deities, luck, skill, and perhaps a scratch, and thus the saving throw. If that mere scratch managed to be venomous, then DEATH. If no such wound was delivered, then NO DAMAGE FROM THE POISON.[/indent] This makes both hit points and saving throws seem like metagame devices for rationing the narration of character death. In 4e I think this non-sim approach to hit points reaches its full realisation. My sense is that 5e is trying to go back to some sort of ambiguity. (Like pre-4e D&D, 5e also has the oddity that higher level PCs are harder to heal to full strength - that does suggest a non-metagame reading of hit points, either as "meat" - compare "light" to "critical" wounds - or as "mojo", with only powerful clerics able to restore the mojo of powerful characters.) [/QUOTE]
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