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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Thomas Shey" data-source="post: 8618772" data-attributes="member: 7026617"><p>In addition, gas is, largely speaking, fungible. One gallon of gas is pretty much like another (assuming the same basic quality), and the only thing that's happening when you expend it is it gets lower. Nothing indeed much matters until you're out or almost out.</p><p></p><p>Injury--isn't. At least outside of some extremely stylized forms of fiction. One sword thrust can put you down, and several can do nothing but create knicks and cuts. They don't even really accumulate in a normal sense, barring blood loss issues.</p><p></p><p>As such, D&D hit points (and some extremely simple other versions) don't really represent injury; they represent how long a fight can go on before you are disfunctional. And as has been noted, throughout most of the process <em>you don't even really know in what way they've gotten you closer to being disfunction</em>. Not only is it not all injury, the designers have been coy about ever saying that any given part of it but the last part includes injury <em>at all</em>.</p><p></p><p>As such, as constructed its a dramatic (and to some extent game) conceit in how it works .</p><p></p><p></p><p></p><p>Of course there are areas where this gets, really, really odd--Healing magic and methods should logically not be interacting with hit points the way they do with that model. And of course the inconsistencies across the years in how environmental damage, poison and other things interacts with HP.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8618772, member: 7026617"] In addition, gas is, largely speaking, fungible. One gallon of gas is pretty much like another (assuming the same basic quality), and the only thing that's happening when you expend it is it gets lower. Nothing indeed much matters until you're out or almost out. Injury--isn't. At least outside of some extremely stylized forms of fiction. One sword thrust can put you down, and several can do nothing but create knicks and cuts. They don't even really accumulate in a normal sense, barring blood loss issues. As such, D&D hit points (and some extremely simple other versions) don't really represent injury; they represent how long a fight can go on before you are disfunctional. And as has been noted, throughout most of the process [I]you don't even really know in what way they've gotten you closer to being disfunction[/I]. Not only is it not all injury, the designers have been coy about ever saying that any given part of it but the last part includes injury [I]at all[/I]. As such, as constructed its a dramatic (and to some extent game) conceit in how it works . Of course there are areas where this gets, really, really odd--Healing magic and methods should logically not be interacting with hit points the way they do with that model. And of course the inconsistencies across the years in how environmental damage, poison and other things interacts with HP. [/QUOTE]
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D&D isn't a simulation game, so what is???
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