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General Tabletop Discussion
*TTRPGs General
Do you describe HP abstractly?
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<blockquote data-quote="Kahuna Burger" data-source="post: 3643016" data-attributes="member: 8439"><p>As I've stated in a couple of other threads, to me a hit that does hp damage always inflicts an injury. It may be described as a lesser injury as the comparative hp pool it's impacting gets larger, but it is never getting tired, your luck running out, being thrown off balance, your armor absorbing the blow, etc. Partly because D&D is, to me, far too micromanaged to maintain the illusion of being abstract, partly because so many special abilities trigger when you hit and do damage (in the STAP, I can barely remember our last fight where getting hit didn't have a follow up grapple check, fort save, whatever), and partly because every other thing hp are said to represent is already represented by other factors, so why confuse the matter by being lucky, quick or well armored twice? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Also accepting a hit as a hit allows you to fully use those other factors in your descriptions - if a blow would have hit touch ac but not regular, you can say how it was deflected by armor, if your dodge buddy misses you by one, you can say how your attention him paid off, if the difference could be measured in the protection from [alignment] bonus you can describe the creature seeming to be held just at bay and give that clue, etc. I enjoy it when the mechanics and narrative mesh, and I think treating armor as armor, dex bonus as dodging, a bad roll on the other guy's part as luck and hit points as the amount of injury you can sustain does that better than abstracting out hp.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 3643016, member: 8439"] As I've stated in a couple of other threads, to me a hit that does hp damage always inflicts an injury. It may be described as a lesser injury as the comparative hp pool it's impacting gets larger, but it is never getting tired, your luck running out, being thrown off balance, your armor absorbing the blow, etc. Partly because D&D is, to me, far too micromanaged to maintain the illusion of being abstract, partly because so many special abilities trigger when you hit and do damage (in the STAP, I can barely remember our last fight where getting hit didn't have a follow up grapple check, fort save, whatever), and partly because every other thing hp are said to represent is already represented by other factors, so why confuse the matter by being lucky, quick or well armored twice? ;) Also accepting a hit as a hit allows you to fully use those other factors in your descriptions - if a blow would have hit touch ac but not regular, you can say how it was deflected by armor, if your dodge buddy misses you by one, you can say how your attention him paid off, if the difference could be measured in the protection from [alignment] bonus you can describe the creature seeming to be held just at bay and give that clue, etc. I enjoy it when the mechanics and narrative mesh, and I think treating armor as armor, dex bonus as dodging, a bad roll on the other guy's part as luck and hit points as the amount of injury you can sustain does that better than abstracting out hp. [/QUOTE]
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Do you describe HP abstractly?
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