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For the Record: Mearls on Warlords (ca. 2013)
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<blockquote data-quote="DEFCON 1" data-source="post: 6709991" data-attributes="member: 7006"><p>There's really no point in shouting down any game mechanic of the hit point system as "unrealistic", because every single person looks at the abstraction of the system differently.</p><p></p><p>I mean heck... if we're talking "unrealistic", the very first thing I'd throw out there as being completely unrealistic and stupid to me is the idea of 0 HP being ACTUAL "unconsciousness" due to the number of times and the speed at which it can actually happen to a person. That someone can and will get knocked unconscious (when they drop to 0 HP)... wake up on their own <em>six seconds later</em> (via a game mechanic roll of 20), get knocked unconscious <em>again</em> immediately... and then once this fight is over, this exact same scenario can happen again 10 minutes later in the next fight.</p><p></p><p>Basically, we are expected to believe characters can get nailed in the skull so hard that they actually <em>black out</em> not only several times per fight, but in potentially 3 to 5 fights <em>per day</em>. Each day. Repeatedly. And all of this with no residual brain trauma to the characters. Hell, just look to the NFL for what brain trauma is causing, and realize those players aren't actually even getting <em>knocked out</em>. They're just getting concussed! But our D&D characters are actually going unconscious dozens of times (if not more), and showing no real effects. THAT'S what I find more ridiculous than someone waking up from unconsciousness because someone was yelling in their face.</p><p></p><p>But then... why do I play the game as it is anyway? Because I <em>don't care</em>. Trying to match narrative *to* game mechanics is inherently ridiculous, producing hundreds of thousands of little things that make no gosh-darn sense, that all we can do is handwave all of it away. Just accept that trying to make a story into a game means some things don't work "realistically" and not get so hung up on only <em>certain</em> rules while being completely okay with others.</p><p></p><p>If you can handwave away some realism... then just relax and handwave the rest as a necessary byproduct of this being a <em>game</em>.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6709991, member: 7006"] There's really no point in shouting down any game mechanic of the hit point system as "unrealistic", because every single person looks at the abstraction of the system differently. I mean heck... if we're talking "unrealistic", the very first thing I'd throw out there as being completely unrealistic and stupid to me is the idea of 0 HP being ACTUAL "unconsciousness" due to the number of times and the speed at which it can actually happen to a person. That someone can and will get knocked unconscious (when they drop to 0 HP)... wake up on their own [i]six seconds later[/i] (via a game mechanic roll of 20), get knocked unconscious [i]again[/i] immediately... and then once this fight is over, this exact same scenario can happen again 10 minutes later in the next fight. Basically, we are expected to believe characters can get nailed in the skull so hard that they actually [i]black out[/i] not only several times per fight, but in potentially 3 to 5 fights [i]per day[/i]. Each day. Repeatedly. And all of this with no residual brain trauma to the characters. Hell, just look to the NFL for what brain trauma is causing, and realize those players aren't actually even getting [i]knocked out[/i]. They're just getting concussed! But our D&D characters are actually going unconscious dozens of times (if not more), and showing no real effects. THAT'S what I find more ridiculous than someone waking up from unconsciousness because someone was yelling in their face. But then... why do I play the game as it is anyway? Because I [i]don't care[/i]. Trying to match narrative *to* game mechanics is inherently ridiculous, producing hundreds of thousands of little things that make no gosh-darn sense, that all we can do is handwave all of it away. Just accept that trying to make a story into a game means some things don't work "realistically" and not get so hung up on only [i]certain[/i] rules while being completely okay with others. If you can handwave away some realism... then just relax and handwave the rest as a necessary byproduct of this being a [i]game[/i]. [/QUOTE]
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