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Hit Point Narration
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<blockquote data-quote="Verdande" data-source="post: 5940915" data-attributes="member: 69093"><p>Depends on what I'm playing and whether the vitality system lends itself to actually meaning anything.</p><p></p><p>In D&D, I'll usually give it a quick "The demon hits you in the head with its tentacle, that's 20 hit points lost," because hit points don't really mean anything on their own. It's a completely abstract number that dwindles when you get smacked, and that doesn't do anything until you are completely out. I'm not sure how else I'd narrate that sort of thing. </p><p></p><p>In pretty much any other system, attacks get more narration, mostly because the game doesn't have as many of them and I don't get bored as fast. How many different ways can you describe a sword attack before you start to repeat yourself, anyways?</p><p></p><p></p><p></p><p></p><p>See now, this is bizarre to me. I like to have my players know what's going on mechanically. This is partly because we're all aware it's mechanical abstractions and we're cool with that, and partly because I really don't want to keep track of everything myself.</p></blockquote><p></p>
[QUOTE="Verdande, post: 5940915, member: 69093"] Depends on what I'm playing and whether the vitality system lends itself to actually meaning anything. In D&D, I'll usually give it a quick "The demon hits you in the head with its tentacle, that's 20 hit points lost," because hit points don't really mean anything on their own. It's a completely abstract number that dwindles when you get smacked, and that doesn't do anything until you are completely out. I'm not sure how else I'd narrate that sort of thing. In pretty much any other system, attacks get more narration, mostly because the game doesn't have as many of them and I don't get bored as fast. How many different ways can you describe a sword attack before you start to repeat yourself, anyways? See now, this is bizarre to me. I like to have my players know what's going on mechanically. This is partly because we're all aware it's mechanical abstractions and we're cool with that, and partly because I really don't want to keep track of everything myself. [/QUOTE]
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