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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: 9230691" data-attributes="member: 2209"><p>To bring this back to the original concept of a gap, I think hp have always and inherently been more than one thing once humans advance a level and have more hp.</p><p></p><p></p><p></p><p>To bring an example I used from the other thread Sir Lancelot and his man at arms and a friendly giant get ambushed and are each hit for 4 damage from arrows that hit them. Even if you assume counter to the poison example that all hits do at least a scratch, hp do different things.</p><p></p><p>Lancelot is higher level and has lots of hp and so is only scratched by the hit, he is either mostly missed by the arrow and just scratched, or he is skilled enough to mostly dodge or deflect it.</p><p></p><p>The man at arms has 3 hp and dies from the same hit that does the same hp damage.</p><p></p><p>The friendly giant has as many hp as Lancelot, he gets hit full on like the man at arms but his mass means the arrow only inflicts a minor wound on his giant body, it did not enter his eye and kill him right away.</p><p></p><p>HP here is meat that gets injured by wounds. But hp is also skill at turning a blow from a deadly one to a minor injury at the cost of fatigue that can eventually wear down the skill at avoidance or confidence that can be shaken, or it can be luck that mostly protects him but can also run out.</p><p></p><p>The same mechanic, 4 hp damage from a hit with an arrow, kills one man and barely scratches another.</p><p></p><p>HP as one game mechanic being narratively contextualized into multiple different things. From the beginning and in all editions of D&D.</p><p></p><p>Unless you go the route that higher level characters are supernaturally tougher and so all hits are meat injuries that would kill normal mortals but not Thor the PC fighter who laughs at getting shot by an arrow. </p><p></p><p>The only thing 4e does differently here cognitively is have explicitly rallying based narrative restoration of hp.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9230691, member: 2209"] To bring this back to the original concept of a gap, I think hp have always and inherently been more than one thing once humans advance a level and have more hp. To bring an example I used from the other thread Sir Lancelot and his man at arms and a friendly giant get ambushed and are each hit for 4 damage from arrows that hit them. Even if you assume counter to the poison example that all hits do at least a scratch, hp do different things. Lancelot is higher level and has lots of hp and so is only scratched by the hit, he is either mostly missed by the arrow and just scratched, or he is skilled enough to mostly dodge or deflect it. The man at arms has 3 hp and dies from the same hit that does the same hp damage. The friendly giant has as many hp as Lancelot, he gets hit full on like the man at arms but his mass means the arrow only inflicts a minor wound on his giant body, it did not enter his eye and kill him right away. HP here is meat that gets injured by wounds. But hp is also skill at turning a blow from a deadly one to a minor injury at the cost of fatigue that can eventually wear down the skill at avoidance or confidence that can be shaken, or it can be luck that mostly protects him but can also run out. The same mechanic, 4 hp damage from a hit with an arrow, kills one man and barely scratches another. HP as one game mechanic being narratively contextualized into multiple different things. From the beginning and in all editions of D&D. Unless you go the route that higher level characters are supernaturally tougher and so all hits are meat injuries that would kill normal mortals but not Thor the PC fighter who laughs at getting shot by an arrow. The only thing 4e does differently here cognitively is have explicitly rallying based narrative restoration of hp. [/QUOTE]
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