Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Oofta" data-source="post: 8614108" data-attributes="member: 6801845"><p>So it seems we've devolved into the old "HP sucks" argument. I guess it was inevitable.</p><p></p><p>My take? Either a game tracks damage and location with appropriate penalties or it does not. While I don't have wide experience with TTRPGs, I have played a wide variety of video games. The only games I can think of that track detailed damage* are for vehicles - whether you're piloting some traditional vehicle like a space ship with shields or piloting a mech. With Mech Warriors for example you could lose the use of a missile bank or have various components overheat and become unusable.</p><p></p><p>Every FPS I've ever played from Doom on only has HP. Occasionally when you get low enough your vision goes red or something, but it doesn't really make a difference because it's just an indicator.</p><p></p><p>So ... you have 1 case where damage specifics matter because it has an immediate impact on game play. In every other case, it's ignored because HP only tracks one thing: are you capable of fighting back. Basically the games track damage and you less capable of fighting which can lead to death spiral or it's a mere flesh wound or out of the fight.</p><p></p><p>Which has been kind of my point. A death spiral can be interesting challenge, but most games don't implement it because it's extra overhead and isn't as much fun for most. Tracking damage specifics if it has no mechanical impact doesn't add any real value to the game, it just adds overhead so we leave it up to the group. Want to describe wounds because it adds to immersion or tone? I do this sometimes, especially for monsters. But I wouldn't want the overhead of a system telling me this and I can imagine how complex it would need to be to be "accurate".</p><p></p><p>I don't want a death spiral ala Mech Warrior because it would add so much complexity. So is HP simulation? I don't really care. Does it tell me anything? Of course it does, just not "fluff" that some people insist is necessary. What level of fluff would do it? How accurate would a simulation have to be to be considered a simulation? Why does it matter?</p><p></p><p>*<em>Yes, I'm sure there are exceptions for games that I've never played. Aiming at specific location such as the head can lead to more damage, but it's still just generic damage.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8614108, member: 6801845"] So it seems we've devolved into the old "HP sucks" argument. I guess it was inevitable. My take? Either a game tracks damage and location with appropriate penalties or it does not. While I don't have wide experience with TTRPGs, I have played a wide variety of video games. The only games I can think of that track detailed damage* are for vehicles - whether you're piloting some traditional vehicle like a space ship with shields or piloting a mech. With Mech Warriors for example you could lose the use of a missile bank or have various components overheat and become unusable. Every FPS I've ever played from Doom on only has HP. Occasionally when you get low enough your vision goes red or something, but it doesn't really make a difference because it's just an indicator. So ... you have 1 case where damage specifics matter because it has an immediate impact on game play. In every other case, it's ignored because HP only tracks one thing: are you capable of fighting back. Basically the games track damage and you less capable of fighting which can lead to death spiral or it's a mere flesh wound or out of the fight. Which has been kind of my point. A death spiral can be interesting challenge, but most games don't implement it because it's extra overhead and isn't as much fun for most. Tracking damage specifics if it has no mechanical impact doesn't add any real value to the game, it just adds overhead so we leave it up to the group. Want to describe wounds because it adds to immersion or tone? I do this sometimes, especially for monsters. But I wouldn't want the overhead of a system telling me this and I can imagine how complex it would need to be to be "accurate". I don't want a death spiral ala Mech Warrior because it would add so much complexity. So is HP simulation? I don't really care. Does it tell me anything? Of course it does, just not "fluff" that some people insist is necessary. What level of fluff would do it? How accurate would a simulation have to be to be considered a simulation? Why does it matter? *[I]Yes, I'm sure there are exceptions for games that I've never played. Aiming at specific location such as the head can lead to more damage, but it's still just generic damage.[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
Top