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Characters are not their statistics and abilities
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<blockquote data-quote="The Crimson Binome" data-source="post: 6941370" data-attributes="member: 6775031"><p>Everything in the real world is quantifiable, because the real world operates on math at a fundamental level. Most of the time, we're unaware of the math, because it's easier to categorize it qualitatively.</p><p></p><p>The game world works the same way. You look at a wound, and you can see that it's really bad or not so bad, but you don't need to assign it a number to know what your in-game response is going to be. You qualitatively throw the appropriate amount of healing mojo, based on your qualitative assessment of how bad it is. You swing a sword and it causes a wound of some sort, with the severity depending on the location of the hit and how hard you can swing it, along with the basic properties of the weapon.</p><p></p><p>But given that knowledge as a base, you have enough information to tell that a long-sword hits harder than a scimitar when wielded in the same way. Where you hit is still a factor, of course, and that's out of your control during a fight (represented by the roll of the damage die); but over the course of several swings, the long-sword will average wounds of greater severity than the scimitar. The characters don't need to see the numbers, because they can see the <em>actual in-game effect</em>; the number is just for our benefit, so the DM doesn't have to explain the in-game difference between a 7-point wound and an 8-point wound in order for <em>us, the players</em> to understand what the characters can see with their own eyes.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6941370, member: 6775031"] Everything in the real world is quantifiable, because the real world operates on math at a fundamental level. Most of the time, we're unaware of the math, because it's easier to categorize it qualitatively. The game world works the same way. You look at a wound, and you can see that it's really bad or not so bad, but you don't need to assign it a number to know what your in-game response is going to be. You qualitatively throw the appropriate amount of healing mojo, based on your qualitative assessment of how bad it is. You swing a sword and it causes a wound of some sort, with the severity depending on the location of the hit and how hard you can swing it, along with the basic properties of the weapon. But given that knowledge as a base, you have enough information to tell that a long-sword hits harder than a scimitar when wielded in the same way. Where you hit is still a factor, of course, and that's out of your control during a fight (represented by the roll of the damage die); but over the course of several swings, the long-sword will average wounds of greater severity than the scimitar. The characters don't need to see the numbers, because they can see the [I]actual in-game effect[/I]; the number is just for our benefit, so the DM doesn't have to explain the in-game difference between a 7-point wound and an 8-point wound in order for [I]us, the players[/I] to understand what the characters can see with their own eyes. [/QUOTE]
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