Flavour First vs Game First - a comparison

Wow, longest thread I have EVER started. Yay me. And, from what I've seen, amazingly civil as well. Cookies for everyone. :)

I admit, I've skipped the past few pages, so, if I'm repeating stuff, bear with me.

All this discussion on the relative levels of abstraction of hit points misses a better question in my opinion. It's quibbling really - does it really matter that one is more abstract than the other when both are abstract in the first place?

But, the better question in my mind is: Why hit points at all? There are all sorts of mechanics for determining combat effects. Yet D&D's ablative hit points remains absolutely king in nearly every sort of game, both RPG and computer games. The overwhelming majority of games which feature some sort of damage mechanic, from something like Diablo, to Mortal Kombat have exactly the same mechanics for hit points as D&D. You're fine, you're fine, you're fine, you're dead.

And computers could easily handle the gruntwork that makes systems like GURPS combat fairly painful at the table. But they don't. And I think I know why. Raven Crowking WAY back in the thread talked about how Gygax, when he created hit points, said that he went as far as he could with simulation without hurting gameplay. ((Paraphrasing))

Think about the priorities there. What's the most important thing there? Gameplay. How it works at the table. While there are people who enjoy spending hours running through every second of a combat, I'm going to guess that most people don't. And, a countdown mechanic is probably the most intuitive one you can find.

Just about every game where you can be knocked out, be it Poker or Monopoly, has the same thing. You have a limited resource, that can be replenished, but when it's gone, you're out of the game. There are so many games that work like this.

But, moving on from hit points for a second, let's look at how another mechanic developed over time based pretty much entirely on gameplay: Initiative. AD&D 1e initiative rules are... well... let's just say they're perhaps a little overcomplicated. One of the big changes in 2e was streamlining initiative rules. You go from d6 with all sorts of modifiers based on a large number of sources, to a d10 + speed (either spell casting time or weapon speed) - Dex bonus. Reroll every round.

Then 3e steps up and streamlines it even further. D20+dex rolled once. But, they retained a few earlier concepts and so we had focusing things like that. 3.5 stepped even further down the line and streamlined it so that moving up in initiative order is pretty difficult.

Purely done for gameplay reasons. Mechanically, any sort of initiative mechanics work. AD&D 1e mechanics worked. But, they were too complicated and confusing. That hurt table play. So, it get's slimmed down. Then slimmed down further. And then further still.

That's why I feel that game first mechanics are better. Placing the first priority on at the table play is the most important consideration for any mechanic.
 

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Of out curiosity, how is this different from 3e (or 2e or 1e)?

A 3e character with 50 HP is critically hit with an axe for 40 points of damage . He has 10 HP remaining. Fortunately for him, the fight ends.

Is the wound he took serious? Is he in any danger of dying? He's not bleeding, even though it's logical he should be after being hit by a single blow from a presumably sharp, bladed weapon for more than %75 of his HP.

According to the rules, there is no need to bandage him. He can't bleed --unless he was hit by certain types of magic weapon. Neither can the wound get infected, neither is he impaired, etc.

At least one earlier edition (1e? Holmes Basic?) included a rule requiring resting/bandaging after a fight.
 

Oh, you mean

PL1: "Mechanic A causes problems. It can be viewed in-world as X or Y. If X, it causes problem Z. If Y, it causes problem B."

PL2: "Well, if you view it as Y it won't cause problem Z."

PL1: "I know. It causes problem B."

PL2: "Then view it as X."

PL1: "That causes problem Z."

(This exchange is repeated over and over again, with variations on wording, and different people jumping in repeating the same thing with variations on wording, none of which answers the original point, until PL1 is ready to pull out his hair. Culminating in: )

PL2: "Just don't view it at all."
Probably. Except that I of course am convinced that it's PL2 that is ready to pull out is hair because PL1 seems to miss a step of his argumentation. :p

But whatever. ;)

Maybe we should close with
PLn: "Let's accept that we're running in circles and agree to disagree."
 

Ah. In 4e - and this is a genre convention, probably new to this edition - the would would have been fatal because he lacked the will to carry on. Given the will to fight by his Warlord's Inspiring Words, he gets up and deals with it.

You can also describe popping back up from a Death Save in the same way; somewhere, deep down, he found the will to go on. He won the fight with that part of himself that was saying, "Just let go, let it be, rest and be at peace."

I see it's not to your taste, and that's cool.

This is an example of how, given a bit more thought, the 4e rule books could have been better written. Of course, finding the will to go on usually doesn't knit wounds; Inigo still needs medical attention later.

In LotR, in the fight in Balin's Tomb, Frodo is injured and knocked unconscious. He finds the will to move on, but is noted to be injured later, and then rests in Lothlorien for an extended period of time.

If a healing surge lasted through (in effect) a scene, or even (in effect) a story, that would probably be fine.....although it would still need some descriptive changes to avoid Schroedinger's Wounding. It is the day-in, day-out, permanent nature of the mechanic that makes it absurd.

IMHO, of course.


RC
 

Of out curiosity, how is this different from 3e (or 2e or 1e)?

A 3e character with 50 HP is critically hit with an axe for 40 points of damage . He has 10 HP remaining. Fortunately for him, the fight ends.

Is the wound he took serious? Is he in any danger of dying? He's not bleeding, even though it's logical he should be after being hit by a single blow from a presumably sharp, bladed weapon for more than %75 of his HP.

According to the rules, there is no need to bandage him. He can't bleed --unless he was hit by certain types of magic weapon. Neither can the wound get infected, neither is he impaired, etc.

So was that wound serious?

BTW, I'm not arguing that you or anyone else should enjoy 4e's modification to ye olde HP mechanics. My point is only that whether one does is strictly a matter of taste.

In my game, it would be serious, but not deadly (deadly would be a wound that dropped him below 0 hitpoints). He might be bleeding, but unless there are extraordinary circumstances, I'd assume he'll clean and treat the wounds and stop the bleeding (and prevent infections) after the fight, just as I assume characters go potty without the players having to tell me, or there being rules for the absence of such actions.
If I want infections I can always add them, if say the character could not clean the wound properly, or enters terrain prone to infections with open wounds.
But my main point is I can, at the start, define the 40 points of damage as a specific wound, without having to redefine it afterwards. That allows the player and myself to add a bit more flavor to the fight description. The narrator in me prefers that possibility.
 

This is an example of how, given a bit more thought, the 4e rule books could have been better written. Of course, finding the will to go on usually doesn't knit wounds; Inigo still needs medical attention later.

In LotR, in the fight in Balin's Tomb, Frodo is injured and knocked unconscious. He finds the will to move on, but is noted to be injured later, and then rests in Lothlorien for an extended period of time.

If a healing surge lasted through (in effect) a scene, or even (in effect) a story, that would probably be fine.....although it would still need some descriptive changes to avoid Schroedinger's Wounding. It is the day-in, day-out, permanent nature of the mechanic that makes it absurd.

IMHO, of course.


RC

One could use healing surges like hit points gained by the barbarian rage's con boost - they last some time, but then vanish, and if you went beyond your limits and don't get help, you can fall over dead after the fight. Which is also a very common movie convention/scene. And even the "realism before all" view could have real life examples to look at where people were carried through a fight on adrenalin despite sustaining lethal wounds, and dieing afterwards (or dieing later than they "should have" judged by the damage).
 

At least one earlier edition (1e? Holmes Basic?) included a rule requiring resting/bandaging after a fight.
Now that you mention it, I think there was.

But either way, whether it was an actual rule in a specific edition, the group's I played in usually did the obligatory rest/bandage bit after a big fight. So even if that wasn't required by the rules it was certainly part of the praxis. This points to my idea that whatever 'realism' or sim elements existed in D&D -- pick an edition -- where more the result of how people chose to play the game, what they brought to the table, and not anything inherent in the rule set.

And I'm sure my current group will do the same rest/bandage thing under 4e. It's everyone's job to add a realism to the game -- if that's what you're after.
 

He might be bleeding, but unless there are extraordinary circumstances, I'd assume he'll clean and treat the wounds and stop the bleeding (and prevent infections) after the fight
I'd handle it the same way.

But my main point is I can, at the start, define the 40 points of damage as a specific wound, without having to redefine it afterwards.
There is no need to redefine anything (or, heaven forbid, invoke Time's Arrow). In 4e it would -- or at least should -- look like this.

1) Character receives serious wound -- say he take 40 HP
2) Character uses Healing Surge -- say he get's back 20 HP
3) The character is still wounded, but he's recovered a bit of his will to fight and his ability to soldier on.
4) Fight ends. The party takes a short rest and the character bandages and cleans his wounds.

Aren't the assumption in 4) the same as the one's you make when running 3e?
 

There is no need to redefine anything (or, heaven forbid, invoke Time's Arrow). In 4e it would -- or at least should -- look like this.

1) Character receives serious wound -- say he take 40 HP
2) Character uses Healing Surge -- say he get's back 20 HP
3) The character is still wounded, but he's recovered a bit of his will to fight and his ability to soldier on.
4) Fight ends. The party takes a short rest and the character bandages and cleans his wounds.

Aren't the assumption in 4) the same as the one's you make when running 3e?

While it may look the same as long as the total damage taken doesn't exceed the character's hp, we differ as soon as the character would have dropped below 0 or even died without healing surges. Wounds that would have dropped him are not as serious thanks to the healing surge - and they stay that way, all day long, and during the next day. That sort of "will to fight" is too permanent for my taste.

I prefer it when adrenalin runs out, like rage does, or inspire greatness, or other temporary hitpoints. Less mental convulsions.
 

While it may look the same as long as the total damage taken doesn't exceed the character's hp, we differ as soon as the character would have dropped below 0 or even died without healing surges. Wounds that would have dropped him are not as serious thanks to the healing surge.

I prefer it when adrenalin runs out, like rage does, or inspire greatness, or other temporary hitpoints. Less mental convulsions.

I'll put this in my mental "variant ideas for hit point mechanics" folder. Healing Surges spend while below 0 hit points are only temporary hit points (lasting no longer then one encounter/short rest). And then I'd add a "close wounds" ritual that requires 5 minutes to cast and heals any wounds and mends bones.
I am afraid this mental folder is getting far bigger than necessary, as I will never use it!
 

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