Raven Crowking
First Post
A realistic system would not require any more math or charts than the current system. A detailed system would.
Very nice distinction.
RC
A realistic system would not require any more math or charts than the current system. A detailed system would.
Because everyone will have their own line in the sand as to what level of "Mother May I?" is acceptable to them. (Some ENWorlders seem to have a hard time with the concept of degrees.)As an aside, I've always wondered why those people played traditional RPGs (like D&D). At their core, these games are a series of negotiations being the players and DM/GM, a series of "Mother May I's" in which the players states desired actions and the DM/GM describes the results. Sometimes these negotiations are mediated --to varying degrees-- by explicit, stated rules. Other times they aren't.
Agreed. But it looks to me like D&D isn't one of them.
I just checked through 5 editions of D&D (Basic, 1e, 3e, 3.5 and 4e. I don't own 2e.) and only Basic referenced Hit Points as purely physical damage.
Oh, of course. But what you wrote was unclear. It read like a general objection to "Mother May I"... which is odd since it's the core transaction in a traditional RPG.Because everyone will have their own line in the sand as to what level of "Mother May I?" is acceptable to them.
Now we're talking about a particular level of "MMI"? That's a different story.I'm not sure why you'd think that people who don't like a particular level of "Mother May I" would steer entirely clear of traditional RPGs.
Let me reiterate: hit points are not consistent. Your explanation of Gygaxian hit points is one we all more-or-less agree on, I suspect, but it still doesn't make perfect sense. At the very least, it's not linear.Once more, Gygaxian hit points -- the hit points of all previous editions -- allow a hit to always represent damage. Hit point loss is always damage. However, the amount of damage 1 hit point represents is not on an absolute scale, but corresponds instead to the hit point total of the being hit. Thus, 8 hp of damage might be a 1st level character run through with a sword, but is only a nick to a 10th level character.
It's an odd little irony that the more realistic Damage Save was introduced for four-color superheroes.In an odd way, the Damage Save mechanic in M&M --which is meant to model 4-color superheroes-- is more realistic than the ablative HP mechanic found in D&D.
Because there is some number of people who don't like to play "Mother May I?". And that's legitimate for those people. (Not making any edition distinction here, so take a hike, evangelists.)
So, the Warlord only grants temporary hit points, in your game?
RC
It is revisionist history to claim that hit points do not now, and have not always, meant, at least in part, "the number of pink elephants owned by the character". This is true in 1e, 2e, 3e, and 4e.
If you can show me a passage that specifies this is incorrect, I'd like to see it.
RC
Let me reiterate: hit points are not consistent. Your explanation of Gygaxian hit points is one we all more-or-less agree on, I suspect, but it still doesn't make perfect sense. At the very least, it's not linear.
So, if his hit point are 90 percent intangible and 10 percent tangible, but that last hit was close to 100 percent tangible in its effect, how tangible or intangible was the first hit?
And how long should it take to heal from that first nick?