Burninator
First Post
But there is no real debate, if you asked any schmoe off the street:
Q) If I swing my sword at you, and miss, can the sword hurt you?
They would say no. Every time.
Damage implies hurt. Hit implies damage (it even says it). Miss now implies damage? How? The sword must connect to hurt someone. I could stand an inch from a set of propeller blades whizzing by all day long, and NEVER die, for the same reason as a sword that misses cannot hurt me in real life, and should not hurt my character in the game. That's easy to model : they way it always has been, without mechanics like this turning the narration of the game on its head and forcing you to speak in orwellian doublespeak every time a fighter attacks.
Feedback also said people wanted a simple to understand and run game, with simple rules they get out of the way of the story. This rule sticks its absurd nose into the round-by-round narration of the game.
I don't even want it as an option anywhere, I want it purged from the rules like the insult to reason that it is. My desire to have a simple set of rules and game definitions that allow the game to be played in a similar fashion to the way it always has been, is not a fringe one, it's the default. Most feedback affirmed that.
Including rules like this will lead to arguments ("ban it! It's too fake! your guy never misses" "No! (insert some nonsense about abstraction making false statements true)", slow the game down, lead to bad feelings.
It puts the new edition firmly in the "nonsense and proud of it, and if you don't like it, too bad" category. It's not a surprise that it's being explained in two QA sessions in a row (clear sign that it's confusing people), by the guy who seems to be pushing it. Rodney Thompson. He gives good, sensible interview responses on many other topics, but his explanation was a total cop out non-exaplanation that meant nothing.
I can't say colors are "abstract", therefore BlackWhite. (read some 1984 if you wish to understand how pernicious the abuse of english terms can be).
I am actively, intellectually repelled by Newspeak / Doublespeak, which this forces the game of Dungeons and Dragons to be. The rest of the game doesn't attack my sense of reason, on a round by round basis, sure it has inconsistencies (HP being defined to model incommeasurable things), and outright inversions / contradictions (wearing armor should make you easier to hit, but harder to damage), but those things can be ignored.
I could previously ignore the definition of HP part modelling luck and stamina (which never made any sense), now I can ONLY use it to define as stamina when someone is damaged by this feature. But if it's stamina, why are those HP not restored after a VERY short breather? It makes no sense. I can run up my staircase ten times and get out of breath, then after 5 minutes my heart rate and breathing rate are back to normal. Not an hour later, and require medical attention.
It forces the game to be more contradictory than it already is, and that's a step in the wrong direction.
New editions of roleplaying games that rely on casual narration, should gradually FIX problems in narration, not create new ones willy nilly for no real benefit, and alienate 1/2 the playerbase in the process.
I really hope Mearls reads this. The majority (if it indeed it, this pool seems to contradict that) can be wrong. Ask any guy off the street the question I posed, someone who doesn't have and has no clue about HP or AC, and then realize that this rule forces you to refer to HP all the time, a concept that has no clear meaning.
The only reason Hit Points aren't wounds and nothing else, is because you can have 10x as many at level 10 as level 1. So it's a scaling issue causing realism issues. But I can easily re-interpret that as saying damage is proportional to level. Sure that's also irrational and false, but it's more easily waved over than abusing the casual use of english on a round by round basis. Problems in definitions are less critical if they can be ignored, not stick out like a sore thumb.
I cannot ignore the falsity of the statement "I miss the orc with my sword, but the sword still damages him". It is a GLARINGLY OBVIOUS rules bug that forces you to use false/impossible statements
Q) If I swing my sword at you, and miss, can the sword hurt you?
They would say no. Every time.
Damage implies hurt. Hit implies damage (it even says it). Miss now implies damage? How? The sword must connect to hurt someone. I could stand an inch from a set of propeller blades whizzing by all day long, and NEVER die, for the same reason as a sword that misses cannot hurt me in real life, and should not hurt my character in the game. That's easy to model : they way it always has been, without mechanics like this turning the narration of the game on its head and forcing you to speak in orwellian doublespeak every time a fighter attacks.
Feedback also said people wanted a simple to understand and run game, with simple rules they get out of the way of the story. This rule sticks its absurd nose into the round-by-round narration of the game.
I don't even want it as an option anywhere, I want it purged from the rules like the insult to reason that it is. My desire to have a simple set of rules and game definitions that allow the game to be played in a similar fashion to the way it always has been, is not a fringe one, it's the default. Most feedback affirmed that.
Including rules like this will lead to arguments ("ban it! It's too fake! your guy never misses" "No! (insert some nonsense about abstraction making false statements true)", slow the game down, lead to bad feelings.
It puts the new edition firmly in the "nonsense and proud of it, and if you don't like it, too bad" category. It's not a surprise that it's being explained in two QA sessions in a row (clear sign that it's confusing people), by the guy who seems to be pushing it. Rodney Thompson. He gives good, sensible interview responses on many other topics, but his explanation was a total cop out non-exaplanation that meant nothing.
I can't say colors are "abstract", therefore BlackWhite. (read some 1984 if you wish to understand how pernicious the abuse of english terms can be).
I am actively, intellectually repelled by Newspeak / Doublespeak, which this forces the game of Dungeons and Dragons to be. The rest of the game doesn't attack my sense of reason, on a round by round basis, sure it has inconsistencies (HP being defined to model incommeasurable things), and outright inversions / contradictions (wearing armor should make you easier to hit, but harder to damage), but those things can be ignored.
I could previously ignore the definition of HP part modelling luck and stamina (which never made any sense), now I can ONLY use it to define as stamina when someone is damaged by this feature. But if it's stamina, why are those HP not restored after a VERY short breather? It makes no sense. I can run up my staircase ten times and get out of breath, then after 5 minutes my heart rate and breathing rate are back to normal. Not an hour later, and require medical attention.
It forces the game to be more contradictory than it already is, and that's a step in the wrong direction.
New editions of roleplaying games that rely on casual narration, should gradually FIX problems in narration, not create new ones willy nilly for no real benefit, and alienate 1/2 the playerbase in the process.
I really hope Mearls reads this. The majority (if it indeed it, this pool seems to contradict that) can be wrong. Ask any guy off the street the question I posed, someone who doesn't have and has no clue about HP or AC, and then realize that this rule forces you to refer to HP all the time, a concept that has no clear meaning.
The only reason Hit Points aren't wounds and nothing else, is because you can have 10x as many at level 10 as level 1. So it's a scaling issue causing realism issues. But I can easily re-interpret that as saying damage is proportional to level. Sure that's also irrational and false, but it's more easily waved over than abusing the casual use of english on a round by round basis. Problems in definitions are less critical if they can be ignored, not stick out like a sore thumb.
I cannot ignore the falsity of the statement "I miss the orc with my sword, but the sword still damages him". It is a GLARINGLY OBVIOUS rules bug that forces you to use false/impossible statements