At your service!Nothing like kicking off the weekend with a HP fight!
At your service!Nothing like kicking off the weekend with a HP fight!
Notations on a character sheet.HPs are cube-to-cube? I don't see any HPs on the table....
Meh. The thing is that the die is on the table, and the fight is in the cloud.Several years ago now Vincent Baker wrote this description of RPG resolution systems.
The cloud means the game's fictional stuff; the cubes mean its real-world stuff. If you can point to it on the table, pick it up and hand it to someone, erase it from a character sheet, it goes in the cubes. If you can't, if it exists only in your imagination and conversation, it goes in the cloud.
I'm interested in step 4: if the to hit roll succeeds, then - in the fiction - the attacking character hit the defending character. Is that right for D&D?
A hit for some damage means the character that hit is closer to winning the fight. That could (in 5e, if it reduces the target below half hps, according to the side bar, for instance) mean that moment in the cinematic duel when one character takes a little cut to his arm or it could just mean that one of the characters is looking 'pressed' and worried for the moment.This suggests that, until the last few hp are worn away, a successful hit is really "cube-to-cube", like marking down reduced hp on a character sheet (step 5 in the diagram) - a mechanical thing, but not necessarily generating any particular "cloud" - any particular thing in the fiction.
Six seconds is a long, long time to spend swinging a weapon, once.I think an important distinction between 5e and AD&D is the difference in the length of a round. Because 1 round went from 1 minute to 6 seconds a single attack roll is no longer an abstraction of a series of blows and feints.
I guess the flip side of that question is how does avoid being killed/disabled/horribly-disfigured when that happens. Luck, perhaps? Superhuman effort in diving out of the way in a split second? Plot Armor? ;PHit points can represent luck and fatigue but there are some cases where it gets weird. How does one only lose fatigue or luck when a fireball explodes 5 feet from their face?
I agree with this. It's a more elaborate explanation to [MENTION=996]Tony Vargas[/MENTION] as to why hp are cubes.I like to think of hit points as your stack of chips in poker. The larger your stack the more you can intimidate and bludgeon opponents. You have a buffer against defeat and can trade blows with weaker opponents. If you have 100hp and your opponent 20hp and you're both dealing 10hp per round, you're in a far stronger position.
Maybe? Play can become more cautious in a board game, too - or in poker for that matter - if the stack of chips gets low. It produces changes in the fiction as a result - but is it, itself, a leftward arrow?The risk of every action is higher so that a player might become more cautious or even more desperate in their approach. In some cases this can mirror the effects of injury. This is certainly a cloud effect
It's linked to the fiction in whatever manner the players and DM want in a manner that makes some sense to them and is hopefully fun.
In discussing his dissatisfaction with the design of In a Wicked Age, Baker says:One of the advantages of hit points is that a hit can mean whatever is convenient at the time. They are literally doing all they can to get out of the way and let you tell whatever story you want
This also looks like optional leftward pointing arrows.The thing is that the die is on the table, and the fight is in the cloud.
Imagine the fight how you like.
A hit for some damage means the character that hit is closer to winning the fight. That could (in 5e, if it reduces the target below half hps, according to the side bar) mean that moment in the cinematic duel when one character takes a little cut to his arm or it could just mean that one of the characters is looking 'pressed' and worried for the moment.
But /something/ happened in the cloud, maybe not a wound or even a touche, but not nothing.
When I used to GM RM, one player would keep a track of the most penalties his PC had ever been under. I think at one time he was at -275 from some combination of injuries and still rolling attacks with his bow, hoping for double or triple open-ended!As long as that story is heroic fantasy and not some 'gritty' deathcrawl with the PCs stumbling around like Leo DiCaprio in the Revenant after one random encounter. I think that's probable more of a Rolemaster thing.
IDK about 'optional.' The two loopbacks in the illo look suspicious, to me.This also looks like optional leftward pointing arrows.
Actually, I'll take it further. This example is Vincent Baker explaining a traditional RPG, such as AD&D circa 1990, which he then goes on to contrast with less-traditional games.I'm not sure that I agree with your interpretation of the source material. Vincent Baker isn't putting forth the idea that there is or is-not a one-to-one correspondence between certain game mechanics and any given thing within the fiction (at least, not in this example). It looks like he's accepting as a given that certain game mechanics have inherent meaning within the narrative (e.g. if you mark a dagger on your character sheet, then that necessarily means your character has a dagger within the narrative; it is a cube by virtue of your ability to erase it from the sheet). The cloud is for stuff that is only narrative, that has no mechanical end to be manipulated. The cube is for stuff which, while it exists within the narrative, also has mechanical parts with which we can interact.
Remember when The Alexandrian said that 4e is "skirmish linked by free-form improv"? The free-form improv is cloud-to-cloud.A Cloud loopback would be a sort of failure of system scope, you do something in the fiction, the game abstains from modeling it in any way, you might as well not be using the game, at all.
Baker's threshold is not "you abstained" but "the game made it possible to abstain".A cube loopback would be a failure of imagination, something happened, but you abstained from visualizing it.
No. Just no.Remember when The Alexandrian said ...
Sure. Freestyle RP would be another example, the logical conclusion of enjoying play beyond the scope of a system - don't use a system at all.Everytime you see someone post about "not rolling dice all session", that was probably cloud-to-cloud too. Whether you like a lot of this or only a bit of this seems to be a major point of difference among RPGers (and feeds into "roll vs role" debates).
It's usually possible, unless the game resorts to using the player as resolution system...Baker's threshold is not "you abstained" but "the game made it possible to abstain".
That's an example of player-as-resolution system, yes. Though it seems awfully close to cloud-to-cloud (lack of system scope), too. I mean, the sconce and the opening of the secret door aren't happening on the table in any sense, right?An example that illustrates this - think of debates about "old school" vs "Perception DCs" for finding stuff in rooms (and put aside the ranty tone of these discussions, and the fact that Gygax in his DMG says either approach is reasonable). In an "old school" game, where to open the secret door you have to declare you're moving the sconce.