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Hit Points - Why were they designed to be incoherent?
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<blockquote data-quote="Celebrim" data-source="post: 5803458" data-attributes="member: 4937"><p>Why should it be tied to the biological healing process? Why isn't it tied merely to the passing of time?</p><p></p><p>So far as I can tell, your argument can be summarized as, "It's not realistic for you to be able to heal your luck or divine favor by allowing time to pass." Are you claiming to know what is realistic for the recovery process of metaphysical traits? </p><p></p><p></p><p></p><p>ERrr.... because if you've been reduced to zero or less hit points, we've crossed a threshold beyond which we are no longer assuming that the majority of the damage is metaphysical but in fact very significant physical trauma has occurred. Earlier attacks were transmuted at the cost of metaphysical reserves into minor cuts and bruises, but the one that reduced you to zero or less hit points occurred when you had depleted these metaphysical reserves and it literally ran you through. Until the traumatic wound heals, you can't at all be expected to restore your vitality.</p><p></p><p></p><p></p><p>So you are claiming to know what is realistic for metaphysical traits.</p><p></p><p>Look, there are a lot of things I could say in response to this, but basically you've got it all wrong. Hit points don't regenerate faster in shooter video games because they are attempting to emulate the metaphysical in a deeper way or out of any sense of realism. Hit points recover faster in a video game because shooter video games generally occur in real time and a real time period of a week where you couldn't play would be fairly unpopular. However, RPGs generally don't have real time pacing, but instead occur in a flexible 'game time' where in one minute of time in the real world can represent a single second of game time or several years of game time. As a result, in a game there is relatively little cost to the players in proposing, "We wait a week for Bill to heal." This proposal in many cases can be resolved in just a few seconds of real time, while a whole week passes in the game.</p><p></p><p>You'll note that many computer RPGs also have this concept of flexible game time. Some even have explicit 'rest' buttons that allow your party to skip ahead over long periods of game time in a short amount of real time.</p><p></p><p></p><p></p><p>I wasn't there but I would guess its because the designers didn't think it would make for a very fun or appealing game where rapid healing occurred not necessarily in short spans of real time, but in short spans of game time. The early gamers were coming to the game from a War Gaming background and highly prized the notions of 'playing well' and 'game mastery'. Concepts like experience points and hit points and treasure were markers of how well you were playing the game. For you to be 'rewarded' by the rapid recovery of hit points without expending in game resources (like time or spells) would have felt to them like cheapening the system and dumbing down the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5803458, member: 4937"] Why should it be tied to the biological healing process? Why isn't it tied merely to the passing of time? So far as I can tell, your argument can be summarized as, "It's not realistic for you to be able to heal your luck or divine favor by allowing time to pass." Are you claiming to know what is realistic for the recovery process of metaphysical traits? ERrr.... because if you've been reduced to zero or less hit points, we've crossed a threshold beyond which we are no longer assuming that the majority of the damage is metaphysical but in fact very significant physical trauma has occurred. Earlier attacks were transmuted at the cost of metaphysical reserves into minor cuts and bruises, but the one that reduced you to zero or less hit points occurred when you had depleted these metaphysical reserves and it literally ran you through. Until the traumatic wound heals, you can't at all be expected to restore your vitality. So you are claiming to know what is realistic for metaphysical traits. Look, there are a lot of things I could say in response to this, but basically you've got it all wrong. Hit points don't regenerate faster in shooter video games because they are attempting to emulate the metaphysical in a deeper way or out of any sense of realism. Hit points recover faster in a video game because shooter video games generally occur in real time and a real time period of a week where you couldn't play would be fairly unpopular. However, RPGs generally don't have real time pacing, but instead occur in a flexible 'game time' where in one minute of time in the real world can represent a single second of game time or several years of game time. As a result, in a game there is relatively little cost to the players in proposing, "We wait a week for Bill to heal." This proposal in many cases can be resolved in just a few seconds of real time, while a whole week passes in the game. You'll note that many computer RPGs also have this concept of flexible game time. Some even have explicit 'rest' buttons that allow your party to skip ahead over long periods of game time in a short amount of real time. I wasn't there but I would guess its because the designers didn't think it would make for a very fun or appealing game where rapid healing occurred not necessarily in short spans of real time, but in short spans of game time. The early gamers were coming to the game from a War Gaming background and highly prized the notions of 'playing well' and 'game mastery'. Concepts like experience points and hit points and treasure were markers of how well you were playing the game. For you to be 'rewarded' by the rapid recovery of hit points without expending in game resources (like time or spells) would have felt to them like cheapening the system and dumbing down the game. [/QUOTE]
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Hit Points - Why were they designed to be incoherent?
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