Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Be honest, how long would it really take you to notice all of this stuff...?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6323620" data-attributes="member: 42582"><p>Hit points aren't an inherent part of the gameworld. They can <em>model</em> an inherent property of some element within the gameworld. But they don't have to.</p><p></p><p>Consider hit points - or, rather, concussion hits - in Rolemaster, though. In RM a typical 1st level PC has around 100 hits, and falls unconscious if 20 or so are lost. The toughest human warriors tend to max out at around 250 hits, and fall unconscious if 150 or so are lost. There are abilities - both non-magical frenzies and magical/psychic powers - that can change the unconsciousness threshold.</p><p></p><p>When playing RM, a creature's hits are a measure of a certain aspect of its physique - its ability to withstand pain, bruising and blood loss. Because this doesn't change depending on who the creature is fighting, its number of hits doesn't change depending on who the creature is fighting.</p><p></p><p>Now consider 4e. In 4e, a creature's hits aren't a measure of any inherent property (physical or magical) of a creature. They measure a relational property of the creature relative to the PCs - roughly speaking, its likelihood of standing against them in combat. Hence it makes perfect sense to change them depending on how powerful the PCs are.</p><p></p><p>Different RPGs use superficially similar systems for quite different purposes. For me, part of learning to play and GM a game system is learning what purpose(s) its mechanics are meant to serve. Saying that 4e is ridiculous because it doesn't use mechanics for the same purposes that RM does makes no sense to me. There's nothing ridiculous about designing a game to do thing X rather than thing Y.</p><p></p><p>The gameworld doesn't have mechanics. The game has mechanics. A gameworld, therefore, doesn't have mechanical consistency. This is a property of a game, not a gameworld</p><p></p><p>In Rolemaster, the number of concussion hits a creature has tells you something inherent about the creature. Change it, and you change what the description of the creature. If this changes without ingame explanation, the gameworld has become inconsistent.</p><p></p><p>In 4e, the number of hit points a creature has tells you nothing inherent about the creature. It tells you something about a creature <em>only when you relate it to the level of the PCs with whom the creature is fighting</em>. 4e applies these mechanics very consistently, to yield a consistent gameworld.</p><p></p><p>In Rolemaster, it wouldn't make sense for a giant to have 95 hits against 3rd lvl PCs but 1 hit against 20th level PCs. In 4e this makes perfect sense. Because the games use superficially similar mechanics for really quite different purposes.</p><p></p><p>This is utterly system relative. It is true in Rolemaster. It is not true in 4e. I don't think it's true of Gygax's AD&D, either, given that he says expressly that with higher levels hit points (for PCs at least) correlate to the blessings of supernatural forces - and blessings aren't a part of a creature's make up, but rather some external benefit bestowed upon it by an outside force.</p><p></p><p>As Rolemaster (or RQ, or D&D played with hp as meat) shows, it is possible to have a game in which hits points (or something similar) are part of the makeup of a creature. But that is not a mandatory feature of any game using a mechanic of that sort. (In 4e AC does not correlate to any inherent property of a creature either. AC is in part a function of level, and the level of a creature can be adjusted, in conjunction with its status - minion, standard, elite, solo - to correlate with the level of the PCs it is confronting.)</p><p></p><p>That's not my personal experience. I've found, through play experience, that 4e's system of multiple-statted creature versions is more convenient than Rolemaster's system. The convenience manifests itself both in ease of encounter design, and ease of and pleasure in encounter resolution.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6323620, member: 42582"] Hit points aren't an inherent part of the gameworld. They can [I]model[/I] an inherent property of some element within the gameworld. But they don't have to. Consider hit points - or, rather, concussion hits - in Rolemaster, though. In RM a typical 1st level PC has around 100 hits, and falls unconscious if 20 or so are lost. The toughest human warriors tend to max out at around 250 hits, and fall unconscious if 150 or so are lost. There are abilities - both non-magical frenzies and magical/psychic powers - that can change the unconsciousness threshold. When playing RM, a creature's hits are a measure of a certain aspect of its physique - its ability to withstand pain, bruising and blood loss. Because this doesn't change depending on who the creature is fighting, its number of hits doesn't change depending on who the creature is fighting. Now consider 4e. In 4e, a creature's hits aren't a measure of any inherent property (physical or magical) of a creature. They measure a relational property of the creature relative to the PCs - roughly speaking, its likelihood of standing against them in combat. Hence it makes perfect sense to change them depending on how powerful the PCs are. Different RPGs use superficially similar systems for quite different purposes. For me, part of learning to play and GM a game system is learning what purpose(s) its mechanics are meant to serve. Saying that 4e is ridiculous because it doesn't use mechanics for the same purposes that RM does makes no sense to me. There's nothing ridiculous about designing a game to do thing X rather than thing Y. The gameworld doesn't have mechanics. The game has mechanics. A gameworld, therefore, doesn't have mechanical consistency. This is a property of a game, not a gameworld In Rolemaster, the number of concussion hits a creature has tells you something inherent about the creature. Change it, and you change what the description of the creature. If this changes without ingame explanation, the gameworld has become inconsistent. In 4e, the number of hit points a creature has tells you nothing inherent about the creature. It tells you something about a creature [I]only when you relate it to the level of the PCs with whom the creature is fighting[/I]. 4e applies these mechanics very consistently, to yield a consistent gameworld. In Rolemaster, it wouldn't make sense for a giant to have 95 hits against 3rd lvl PCs but 1 hit against 20th level PCs. In 4e this makes perfect sense. Because the games use superficially similar mechanics for really quite different purposes. This is utterly system relative. It is true in Rolemaster. It is not true in 4e. I don't think it's true of Gygax's AD&D, either, given that he says expressly that with higher levels hit points (for PCs at least) correlate to the blessings of supernatural forces - and blessings aren't a part of a creature's make up, but rather some external benefit bestowed upon it by an outside force. As Rolemaster (or RQ, or D&D played with hp as meat) shows, it is possible to have a game in which hits points (or something similar) are part of the makeup of a creature. But that is not a mandatory feature of any game using a mechanic of that sort. (In 4e AC does not correlate to any inherent property of a creature either. AC is in part a function of level, and the level of a creature can be adjusted, in conjunction with its status - minion, standard, elite, solo - to correlate with the level of the PCs it is confronting.) That's not my personal experience. I've found, through play experience, that 4e's system of multiple-statted creature versions is more convenient than Rolemaster's system. The convenience manifests itself both in ease of encounter design, and ease of and pleasure in encounter resolution. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Be honest, how long would it really take you to notice all of this stuff...?
Top