Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Hit Point Narration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tovec" data-source="post: 5935736" data-attributes="member: 95493"><p>I have to say I rarely narrate the actual effect of HP loss. I assume you aren't talking about making sure people know they lost HP but instead the effect of "a cut in simon's arm" kind of narration.</p><p></p><p>I do if it is important, if it is the last gasp of a character, sometimes if it is a crit or other important hit. Otherwise it is just much simpler to allow the game to keep going.</p><p></p><p>I think this evolved due to necessity. When I started playing and when I first started DMing we often had 7-8 players during games. When the average fight lasted 5 rounds that would get quite lengthy to narrate every hit from every character.</p><p></p><p>Now that I'm running a heavily modified (hoping to make it officially OGL) game I am trying to narrate things more than I used to. In my variation hits are actually hits, as opposed to hits absorbed by armor or avoided by dodge. I like the feeling I provoke when the fighter is hit by a crit and has a wound in his side, between the plates, that just keeps bleeding.</p><p></p><p>I think the other problem is that with armor and AC working the way it does, along with HP being as high as it is - that HP loss is hard to narrate. How do you describe that the fighter got hit hard (let's say 20 damage - enough to kill lower level characters) but is still fine and able to keep going? How do you do it routinely. Do those attacks just become less and less effective.. that a 20 HP hit (from 100) is the same as a 2 HP hit when he has 10? Or that he is able to exercise more skill and control, opening himself up for less of an attack.</p><p></p><p>My problem with either explanation is that it lacks consistency. It can be narrated that he avoids the attack the first time, but half as much damage can drop him later and you have to narrate it differently. That is part of the benefit in my system, where if it is a recurring wound that I can narrate it as such and if it is a hard hit that it remains a hard hit even if he is still standing.</p><p></p><p>Kind of nonsensical, I know, but that's what I do.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5935736, member: 95493"] I have to say I rarely narrate the actual effect of HP loss. I assume you aren't talking about making sure people know they lost HP but instead the effect of "a cut in simon's arm" kind of narration. I do if it is important, if it is the last gasp of a character, sometimes if it is a crit or other important hit. Otherwise it is just much simpler to allow the game to keep going. I think this evolved due to necessity. When I started playing and when I first started DMing we often had 7-8 players during games. When the average fight lasted 5 rounds that would get quite lengthy to narrate every hit from every character. Now that I'm running a heavily modified (hoping to make it officially OGL) game I am trying to narrate things more than I used to. In my variation hits are actually hits, as opposed to hits absorbed by armor or avoided by dodge. I like the feeling I provoke when the fighter is hit by a crit and has a wound in his side, between the plates, that just keeps bleeding. I think the other problem is that with armor and AC working the way it does, along with HP being as high as it is - that HP loss is hard to narrate. How do you describe that the fighter got hit hard (let's say 20 damage - enough to kill lower level characters) but is still fine and able to keep going? How do you do it routinely. Do those attacks just become less and less effective.. that a 20 HP hit (from 100) is the same as a 2 HP hit when he has 10? Or that he is able to exercise more skill and control, opening himself up for less of an attack. My problem with either explanation is that it lacks consistency. It can be narrated that he avoids the attack the first time, but half as much damage can drop him later and you have to narrate it differently. That is part of the benefit in my system, where if it is a recurring wound that I can narrate it as such and if it is a hard hit that it remains a hard hit even if he is still standing. Kind of nonsensical, I know, but that's what I do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hit Point Narration
Top