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D&D Older Editions
Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="Voadam" data-source="post: 9223478" data-attributes="member: 2209"><p>Agree completely.</p><p></p><p>Here we have a bit of difference on what Gygax is saying hp are.</p><p></p><p>I don't believe he is saying that hp damage is never physical injuries.</p><p></p><p>I believe he is saying hp are a conglomerate concept including a bunch of different things, luck, skill in reducing damage, skill in avoiding damage, ability to take physical injury. It can be any of those, it is not just one and depends on what makes sense in the situation. When you get stabbed to 0 and die that is a physical injury. When you get hit for damage but no poison then the damage is to other conceptual parts of the hp, your limited ability to physically get out of the way of deadly damage. </p><p></p><p>D&D has a bunch of such conglomerate concepts. AC is another big one including dodging a blow entirely, deflecting a blow with a shield, and getting hit by a blow and not caring because the armor protects you from being cut.</p><p></p><p>I narratively would prefer not having Conan tying tournequets in the middle of a fight with a giant venomous snake. Struggling and sweating and getting progressively more shaken and desperate as the snake snaps at him but does not actually land a strike to inject the venom seems preferable. </p><p></p><p>Your narrative is closer to the dice roll mechanics order of operations (struck then save) but seems farther from cool sword and sorcery ongoing combat action narratives.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9223478, member: 2209"] Agree completely. Here we have a bit of difference on what Gygax is saying hp are. I don't believe he is saying that hp damage is never physical injuries. I believe he is saying hp are a conglomerate concept including a bunch of different things, luck, skill in reducing damage, skill in avoiding damage, ability to take physical injury. It can be any of those, it is not just one and depends on what makes sense in the situation. When you get stabbed to 0 and die that is a physical injury. When you get hit for damage but no poison then the damage is to other conceptual parts of the hp, your limited ability to physically get out of the way of deadly damage. D&D has a bunch of such conglomerate concepts. AC is another big one including dodging a blow entirely, deflecting a blow with a shield, and getting hit by a blow and not caring because the armor protects you from being cut. I narratively would prefer not having Conan tying tournequets in the middle of a fight with a giant venomous snake. Struggling and sweating and getting progressively more shaken and desperate as the snake snaps at him but does not actually land a strike to inject the venom seems preferable. Your narrative is closer to the dice roll mechanics order of operations (struck then save) but seems farther from cool sword and sorcery ongoing combat action narratives. [/QUOTE]
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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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