MichaelSomething
Legend
Trying to add realism to D&D is a dangerous road that can lead you down dark paths...
Why does the ablation of physical stats not kick in until after combat? (Is there any effect as combat goes on?)
The 1977 edition was not clear on whether or not the consequences of wounds are applied immediately. The 1981 edition resolves the uncertainty as I described.I can't speculate why that was chosen, but its more true than not as it turns out; adrenaline papers over an amazing degree of injury until a person comes down, even things you'd think it wouldn't like broken fingers.
There seems to me another way of grasping your comment here (one that I'm not sure from what followed that you intended.) You might recall earlier I suggested that a simulation has a reference (in the sense of that which it simulates).The system only generates information about the system itself. It's entirely self-referential.
Nonsense.Trying to add realism to D&D is a dangerous road that can lead you down dark paths...
I considered this as well, but frankly the average nearly always rounds to +1 or +2 at best, at which point you might as well just choose one or the other and add that static number at each level.I thought about using an aggregate at one point. Add up all your ability scores, divide them by six, and use the result to determine hit points.
Probably why I always found the d20 SW system the best for d20 (or for D&D at all) the best system.Like I said, even something as simple as adding armor as DR plus a wounds/vitality system goes a long way.
I believe that it’s when you state that hit points are full of simulation flaws that you can use it wisely to run a game. If you are confident that hit point are a realistic solution to handle fight that will lead you to endless conflict and frustration.Ah. While that's interesting in terms of making other things actually contribute to the "non meat points" part of hit points, it still doesn't answer what's going on with a given hit.
Armor as DR and a wounds/vitality system are on my homebrew bucket list.The system only generates information about the system itself. It's entirely self-referential. You cannot look at the information generated and use it in any way, other than within the system itself. Initiative has no actual narrative meaning unless you think that everyone just stands around with this sort of weird stop start action. It's a game artifact. Conditions are kind of information, but, are generally only information inside the system. After all, how do I knock a snake prone? Prone is a condition. What, exactly, is radiant damage? Why does electrical damage not cause burns? So on and so forth.
Again, and I keep coming back to this, it's not a difference of vague information vs large amounts of information. It's a difference between small amounts of information and none at all. The 5e combat system doesn't generate any information that isn't self-referential. Even things like "being closer to death" doesn't have any actual meaning. What does "being closer to death" look like? Feel like? How do you narrate that I am now 10% closer to potentially dying. Note, that even being knocked down doesn't mean that I'm dying. I might, true, but, I also might stand up next round with 1 HP without any outside intervention.
IOW, any narration you make can be immediately contradicted.
It's not hard to make a system that is actually somewhat more simulationist. Like I said, even something as simple as adding armor as DR plus a wounds/vitality system goes a long way.
They has said this several times. The problem isn't what information is lacking, but that all information is lacking. Simulation requires some amount of what you refer to as "pre-authoring", or its not simulating anything. You and your group are simulating the combat, after its all over and you can create a narrative.This is very much at odds to how I observe the game being played. Initiative is how promptly and decisively everyone acts. It takes facts from and inserts facts into the fiction. We don't envision stop/start action, but we do envision that the Alert character is very prompt and decisive.
I think many RPG's will feel empty of content if we choose to say nothing at all other than what is pre-authored.
Sure, all simulations have edge cases. Occasionally we fight snakes. Very, very rarely someone lands something on one that should apply the prone condition. If it's a giant snake rearing up over the party that might matter: GM guides the group. If tracking burns is important to your game - sure - but where is the tracking for my mussed hair? I have to know I'm still presentable even mid-fight.
I'm teasing but also, you choose burns I choose hair. Surely if lacking what you want means not counting as simulationist, then lacking what I want should count the same. Or if not, why not?
All simulations only generate self-referential information. That is the only possible information they are able to generate. It is always up to the recipient of that information to do the rest (to decide how to interpret and act on it.)
Sure. That's why I proposed that an RPG is simulationist ifThey has said this several times. The problem isn't what information is lacking, but that all information is lacking. Simulation requires some amount of what you refer to as "pre-authoring", or its not simulating anything. You and your group are simulating the combat, after its all over and you can create a narrative.