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Does D&D combat break the fantasy?
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<blockquote data-quote="barsoomcore" data-source="post: 672699" data-attributes="member: 812"><p>Well, okay, but we're quite clearly not talking about real life. What happens in real life is beside the point. At least when you're playing D&D, it is. Is my point.</p><p>Sure, and there's lots of different ways to model this. Pick the one that reflects the style of campaign you wish to run.</p><p></p><p>One consideration that hasn't been brought up is that there's a degree of certainty a player of a game needs in order to enjoy the game. That is, not everybody appreciates the same level of random chance interfering with their actions and results. How much fun is a game where you might die any second?</p><p></p><p>Potentially tons, of course, especially if you're playing CoC or Paranoia. But not everyone enjoys those games.</p><p></p><p>The features of hit points that you describe are advantages to many people, I suspect. It's the predictability itself that makes them enjoy the game. It's what allows them to scheme and plan and try to bring those plans to fruition. Which for many players is part of the fun of the game, and something that makes game play more fun than real life often is (where you don't even know what system the DM's using, to say nothing of how many hit points you have left).</p><p></p><p>And let's keep in mind that if you've got 90 hit points, and I know you've got 90 hit points, and I'm looking confident in my ability to hold you at bay with JUST THIS SPEAR -- maybe you ought to re-evaluate how confident you are that you can take those 10 spear thrusts. At least from me, holding JUST THIS SPEAR, right now.</p><p></p><p>If you play on Barsoom, you'd better, that's all I can say. <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></blockquote><p></p>
[QUOTE="barsoomcore, post: 672699, member: 812"] Well, okay, but we're quite clearly not talking about real life. What happens in real life is beside the point. At least when you're playing D&D, it is. Is my point. Sure, and there's lots of different ways to model this. Pick the one that reflects the style of campaign you wish to run. One consideration that hasn't been brought up is that there's a degree of certainty a player of a game needs in order to enjoy the game. That is, not everybody appreciates the same level of random chance interfering with their actions and results. How much fun is a game where you might die any second? Potentially tons, of course, especially if you're playing CoC or Paranoia. But not everyone enjoys those games. The features of hit points that you describe are advantages to many people, I suspect. It's the predictability itself that makes them enjoy the game. It's what allows them to scheme and plan and try to bring those plans to fruition. Which for many players is part of the fun of the game, and something that makes game play more fun than real life often is (where you don't even know what system the DM's using, to say nothing of how many hit points you have left). And let's keep in mind that if you've got 90 hit points, and I know you've got 90 hit points, and I'm looking confident in my ability to hold you at bay with JUST THIS SPEAR -- maybe you ought to re-evaluate how confident you are that you can take those 10 spear thrusts. At least from me, holding JUST THIS SPEAR, right now. If you play on Barsoom, you'd better, that's all I can say. ;) [/QUOTE]
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