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Hits, misses and hit point loss in REH's Conan
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<blockquote data-quote="BryonD" data-source="post: 5880979" data-attributes="member: 957"><p>For me it depends.</p><p></p><p>The short answer is that I really like "all of the above".</p><p>I don't often describe a game mechanics "hit" as a narrative failure to make contact because the character completely avoided an otherwise deadly blow. But I do frequently describe a slight variation of that in which a "hit" is described as little more than a glancing blow. [take X points damage as you desperately spin aside] And that usually leaves the finer details of whether the damage was an expression of exertion or completely a matter of spent karma up to the player's imagination.</p><p></p><p>But I can think of a handful of cases in which a character built on a mobility concept has been hit and I described it pretty much exactly as you suggest here: a total miss because of the character's ability to force it into being a miss. I like the concept that characters are unaware that they are characters, and unaware that they have abilities, AC, HP, etc. They just know they have skills and tools for getting the job done. Blurring the distinction of when does my really high AC end and my pool of HP begin helps enhance that.</p><p></p><p>So, in the end, this is why I find it mandatory for a system to have a clear flexibility in how HP are interpreted from instant to instant.</p><p></p><p>All of the above</p><p></p><p>Though I also wouldn't hesitate to take artistic license with a miss and simply describe it as a really cool miss. And THAT happens significantly more often.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5880979, member: 957"] For me it depends. The short answer is that I really like "all of the above". I don't often describe a game mechanics "hit" as a narrative failure to make contact because the character completely avoided an otherwise deadly blow. But I do frequently describe a slight variation of that in which a "hit" is described as little more than a glancing blow. [take X points damage as you desperately spin aside] And that usually leaves the finer details of whether the damage was an expression of exertion or completely a matter of spent karma up to the player's imagination. But I can think of a handful of cases in which a character built on a mobility concept has been hit and I described it pretty much exactly as you suggest here: a total miss because of the character's ability to force it into being a miss. I like the concept that characters are unaware that they are characters, and unaware that they have abilities, AC, HP, etc. They just know they have skills and tools for getting the job done. Blurring the distinction of when does my really high AC end and my pool of HP begin helps enhance that. So, in the end, this is why I find it mandatory for a system to have a clear flexibility in how HP are interpreted from instant to instant. All of the above Though I also wouldn't hesitate to take artistic license with a miss and simply describe it as a really cool miss. And THAT happens significantly more often. [/QUOTE]
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Hits, misses and hit point loss in REH's Conan
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