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General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
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<blockquote data-quote="Oofta" data-source="post: 8615622" data-attributes="member: 6801845"><p>There is no truly meaningful way to track how long someone will stay conscious in a fight in a game. Splitting up HP into different categories, renaming things just makes it more granular and complicated. Whether that adds value is personal opinion and preference. Without a fully body damage and exhaustion simulator run by a more advance computational system than currently exists, we can't accurately track anything.</p><p></p><p>Even if we just simplified things and tracked only hand-to-hand combat, basically two people punching each other. Assume it's an unregulated match where two people simply punch each other until one drops, what would you track other than something that looks an awful lot like HP? I don't think you can't get <em>that</em> much more accurate than HP. Anything we do is going to be an oversimplification. You can put lipstick on a pig but it will still oink.</p><p></p><p>In any case, D&D does a decent job for me of simulating fantasy fiction. There's always going to be a compromise between simulation, speed of play and fun. I don't see how you can say that D&D is not a simulation at all or that HP are meaningless; it may not be <em>enough</em> of a simulation for you, HP may not include <em>enough</em> detail for you*. It does for me, for pretty much everyone I've ever played with, and apparently millions of players around the world. Is there anything else to say?</p><p><em></em></p><p><em>*The only alternatives I've seen people actually explain simply break up HP into categories, which honestly I don't think is much better just different. Unless I missed it you have yet to explain what would be better.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8615622, member: 6801845"] There is no truly meaningful way to track how long someone will stay conscious in a fight in a game. Splitting up HP into different categories, renaming things just makes it more granular and complicated. Whether that adds value is personal opinion and preference. Without a fully body damage and exhaustion simulator run by a more advance computational system than currently exists, we can't accurately track anything. Even if we just simplified things and tracked only hand-to-hand combat, basically two people punching each other. Assume it's an unregulated match where two people simply punch each other until one drops, what would you track other than something that looks an awful lot like HP? I don't think you can't get [I]that[/I] much more accurate than HP. Anything we do is going to be an oversimplification. You can put lipstick on a pig but it will still oink. In any case, D&D does a decent job for me of simulating fantasy fiction. There's always going to be a compromise between simulation, speed of play and fun. I don't see how you can say that D&D is not a simulation at all or that HP are meaningless; it may not be [I]enough[/I] of a simulation for you, HP may not include [I]enough[/I] detail for you*. It does for me, for pretty much everyone I've ever played with, and apparently millions of players around the world. Is there anything else to say? [I] *The only alternatives I've seen people actually explain simply break up HP into categories, which honestly I don't think is much better just different. Unless I missed it you have yet to explain what would be better.[/I] [/QUOTE]
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D&D isn't a simulation game, so what is???
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