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D&D Combat is fictionless
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<blockquote data-quote="Lyxen" data-source="post: 8410485" data-attributes="member: 7032025"><p>No, I'm just reading the books. Look at Commanding Presence, pure gamist effect, no description of how it happens. And again, you have dropped the ridiculous power of teleporting enemies through the power of your commanding presence.</p><p></p><p></p><p></p><p>They always have been a technical construct, extremely abstract. Read Gygax' perspective on them in AD&D.</p><p></p><p></p><p></p><p>It is certainly part of the design. Please tell me where it says that an attack hitting actually causes a wound ?</p><p></p><p></p><p></p><p>The main difference is that, contrary to the absurdity of Commanding Presence, they have multiple in world explanations, and these have been provided again and again, in slightly different form over the editions.</p><p></p><p></p><p></p><p>Yes, I have, because I can weave a fiction around simple abstract concepts when they have been created with storytelling in mind. Hit points are actually mostly plot protection, if you think about it, making sure that some characters survive things that would instantly kill mooks and unimportant characters, nothing more.</p><p></p><p>Whereas 4e attacked this from completely the opposite perspective, making a combat boardgame and trying to justify purely technical powers in terms of story, and utterly failing, I've given you many examples.</p><p></p><p></p><p></p><p>I've given you the name of the power each time.</p><p></p><p></p><p></p><p>No, temporary hit points serve the narrative by being extra plot protection, you can get them from divine powers or inspiration or luck or spells, they are not typed and have limited effect, but can be weaved in the description of what happens: "the sword should have skewered you, but thanks to the blessing of the gods, the blow is deflected and you are unharmed / it's barely a scratch / a dent in your armor".</p><p></p><p></p><p></p><p>How do oyu translate "quiet the storm of battle" into "gaining a power bonus to attack" ?</p><p></p><p></p><p></p><p>But they don't, they can use the move to go in any direction, and I guarantee that it is what will happen, I've actually used it.</p><p></p><p></p><p></p><p>Swept ALONG...</p><p></p><p></p><p></p><p>No, I don't. It's good that it's a game, and you can play it whatever way you want. I'm just saying, in the context of this thread, that if you play technically, you stiffle your fiction/narrative game, and 4e pushed that to the extreme, that's all.</p><p></p><p></p><p></p><p>Not necessarily: "Hit points represent more than physical endurance. <strong><u>They represent your character’s skill, luck, and resolve</u></strong>—all the factors that combine to help you stay alive in a combat situation."</p><p></p><p>The "bloodied" only means that you have lost half of your hit points. If all that you have lost is skill, luck, and resolve, you might not even have shed a drop of blood. If you want to implement it as "having shed some blood" in your game, why not, but you will have to be careful because of what follows. </p><p></p><p>4e shows exactly the same paradigm as the other editions, you fight at peak efficiency until the very last blow, hence all the previous blows cannot have a real physical effect on you, otherwise they would incapacitate you. It's not a bad paradigm, because it's exactly the one that is used by most of the fiction of the genre. But it's a very specific one that requires specific explanations in terms of weaving the narrative.</p><p></p><p></p><p></p><p>I'm not sure where you get that using encounter and daily powers tire you and are linked to stamina. For spellcasters, it's actually not the case.</p><p></p><p>The problem is that you see everything in only one interpretation, but there are many different interpretations, even in 4e, and other editions have many more as it is more open.</p><p></p><p></p><p></p><p>You just evaded the question, again, why should commanding presence actually heal you ?</p><p></p><p></p><p></p><p>Honestly...</p><p></p><p></p><p></p><p>And the difference is that in an openended edition with "explainable" powers, I'm free to weave the narrative that I want, whereas 4e forces ridiculous powers that make no sense in any narrative.</p><p></p><p></p><p></p><p>Once more, the point is that the narrative that 4e forces upon me with its inconsistent powers that create bizarre effects is not the one that fiction supports. I have given you many effects, but you avoid answering the more embarrassing ones...</p><p></p><p></p><p></p><p>And again, you keep telling this with exactly zero support. Please, once more, explain how a simple shout teleports an enemy across the battlefield, and in which cinematic universe you have seen this happen without magic being involved.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8410485, member: 7032025"] No, I'm just reading the books. Look at Commanding Presence, pure gamist effect, no description of how it happens. And again, you have dropped the ridiculous power of teleporting enemies through the power of your commanding presence. They always have been a technical construct, extremely abstract. Read Gygax' perspective on them in AD&D. It is certainly part of the design. Please tell me where it says that an attack hitting actually causes a wound ? The main difference is that, contrary to the absurdity of Commanding Presence, they have multiple in world explanations, and these have been provided again and again, in slightly different form over the editions. Yes, I have, because I can weave a fiction around simple abstract concepts when they have been created with storytelling in mind. Hit points are actually mostly plot protection, if you think about it, making sure that some characters survive things that would instantly kill mooks and unimportant characters, nothing more. Whereas 4e attacked this from completely the opposite perspective, making a combat boardgame and trying to justify purely technical powers in terms of story, and utterly failing, I've given you many examples. [I][/I] I've given you the name of the power each time. No, temporary hit points serve the narrative by being extra plot protection, you can get them from divine powers or inspiration or luck or spells, they are not typed and have limited effect, but can be weaved in the description of what happens: "the sword should have skewered you, but thanks to the blessing of the gods, the blow is deflected and you are unharmed / it's barely a scratch / a dent in your armor". How do oyu translate "quiet the storm of battle" into "gaining a power bonus to attack" ? But they don't, they can use the move to go in any direction, and I guarantee that it is what will happen, I've actually used it. Swept ALONG... No, I don't. It's good that it's a game, and you can play it whatever way you want. I'm just saying, in the context of this thread, that if you play technically, you stiffle your fiction/narrative game, and 4e pushed that to the extreme, that's all. Not necessarily: "Hit points represent more than physical endurance. [B][U]They represent your character’s skill, luck, and resolve[/U][/B]—all the factors that combine to help you stay alive in a combat situation." The "bloodied" only means that you have lost half of your hit points. If all that you have lost is skill, luck, and resolve, you might not even have shed a drop of blood. If you want to implement it as "having shed some blood" in your game, why not, but you will have to be careful because of what follows. 4e shows exactly the same paradigm as the other editions, you fight at peak efficiency until the very last blow, hence all the previous blows cannot have a real physical effect on you, otherwise they would incapacitate you. It's not a bad paradigm, because it's exactly the one that is used by most of the fiction of the genre. But it's a very specific one that requires specific explanations in terms of weaving the narrative. I'm not sure where you get that using encounter and daily powers tire you and are linked to stamina. For spellcasters, it's actually not the case. The problem is that you see everything in only one interpretation, but there are many different interpretations, even in 4e, and other editions have many more as it is more open. You just evaded the question, again, why should commanding presence actually heal you ? Honestly... And the difference is that in an openended edition with "explainable" powers, I'm free to weave the narrative that I want, whereas 4e forces ridiculous powers that make no sense in any narrative. Once more, the point is that the narrative that 4e forces upon me with its inconsistent powers that create bizarre effects is not the one that fiction supports. I have given you many effects, but you avoid answering the more embarrassing ones... And again, you keep telling this with exactly zero support. Please, once more, explain how a simple shout teleports an enemy across the battlefield, and in which cinematic universe you have seen this happen without magic being involved. [/QUOTE]
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