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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Numidius" data-source="post: 7585017" data-attributes="member: 6972053"><p>I don't see any problem in having the Pc well aware of his Hp. I mean, it's like having an 18 in charisma, or strenght: a pro boxer IRL is conscious of his own strenght, endurance, and overall technique ability, before jumping on a ring to fight, actually even before organizing the match itself. </p><p>The problem lies in how the Falling Damage rules apply, rather. I'd say for the casual jump of a cliff in the wilderland, with trees, rocks protruding and water below, it's easy to explain how the Pc managed to survive. If the case is a straight freefall on a floor of concrete, and the table wants it to be a deadly affair, use a saving throw, or flip a coin: head survived but crippled, tail dead. </p><p>Otherwise embrace the fact that Hp as they stand are a (meta)game resource to do stuff out of the ordinary.</p></blockquote><p></p>
[QUOTE="Numidius, post: 7585017, member: 6972053"] I don't see any problem in having the Pc well aware of his Hp. I mean, it's like having an 18 in charisma, or strenght: a pro boxer IRL is conscious of his own strenght, endurance, and overall technique ability, before jumping on a ring to fight, actually even before organizing the match itself. The problem lies in how the Falling Damage rules apply, rather. I'd say for the casual jump of a cliff in the wilderland, with trees, rocks protruding and water below, it's easy to explain how the Pc managed to survive. If the case is a straight freefall on a floor of concrete, and the table wants it to be a deadly affair, use a saving throw, or flip a coin: head survived but crippled, tail dead. Otherwise embrace the fact that Hp as they stand are a (meta)game resource to do stuff out of the ordinary. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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