Professor Phobos said:As a DM, I expect my players to have a certain degree of "wink and nod" behavior in certain cases. If, for example, I have a hostage with a dagger to their throat, I expect the players to react as if that throat can be opened and the life's blood of the hostage spilled. I expect them to recognize that while someone going after someone with a dagger in combat couldn't ever do that in one slash, in this kind of circumstance, it can happen.
I would even go so far as to expect the same behavior from a player character. In that instance I would say: "I won't roll damage- if you do some funky maneuver, you'll make a Dexterity check. If you fail, then you have a slashed throat, if not, you break away. The other guy's success will determine whether it's just a scratch or a grievous injury. A slashed throat needs medical attention in five minutes or so or you'll be dead." The threshold of medical attention being pretty low. I wouldn't even have them subtract hit points. It's not an abstract "hit" but a tangible injury emerging from the story.
In other words, because the damage model doesn't govern this eventuality, I'm declaring it by fiat. I'd certainly make these sorts of stakes clear at the outset, but I'd have no trouble introducing this sort of situation nor would I expect revolt from my players.
I think the root of our disagreement is over the whether or not the rules are the exclusive lens of game world interaction, or just one of many. I certainly recognize that players are going to make decisions based on their expectations of the rules. But what I do not expect is that this is the only sort of information they'll base decisions on- I expect them to engage with my expectations (and vice versa), I expect them to engage with the ongoing narrative and the genre considerations of the game in question. I expect engagement with common sense and a willingness to discard the rules when they do not seem to apply. I expect them to engage with me if they don't like something or have a request and all that.
Ahh.. thank you. See, this is what should have happened in that other thread (The one regarding the sentry in the tower.) No combat resolution system was necessary, because combat never occured. Combat might have occured should the skill-based roll (Which abstracts the stealth required, the guards senses, etc) have failed.
I hate the fact that people seem to limit themselves into believing that the combat systems are designed to model all violence in the game. Its not. Its designed to model *combat*
Slashing the throat of an unprotected/unaware person is not combat.
Again, I think this arises out of the idea that HP = meatpoints.
Edit: I'm not sure what a throad was. Oh well.
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