Apologies for the reply delay. Camping over the weekend.
The thing hit knows it has taken some combination of cuts, bruises, burns, scrapes, bad karma accumulation, weariness, exhaustion, lowered mental and physical durability, and/or weakened will to live that have moved it a bit towards unconsciousness and death?
(What is the "Function" after a knowledge type roll usually?)
It did a lot more of some combination of cuts, bruises, burns, scrapes, bad karma accumulation, weariness, exhaustion, lowered mental and physical durability, and/or weakened will to live that have moved it a bit towards unconsciousness and death. If someone is playing basketball or soccer against someone skilled vs. someone not skilled, does doing the former make one come out of the match a lot more exhausted than they come out of the later, and need a longer recovery time before playing again?
Very true. But not having a single correct way to narrate it seems very different than it not being anything in the fiction. If a player says "Charlie (the bard) attempts to put the bar into a good mood by performing", how should it be narrated? It feels like there is no single way to narrate it.
Is the addition of second wind (in 5e), or the Warlord healing (in 4e) a change of type since the earlier editions?
In reading a story about Conan or Fafhrd or Aragorn or Percy, do they always say where the blows fell or how badly they were burned? Or is it sometimes that they're getting worn down? Or that they just seem battered by the attack? In lots of stories is it only the last shot that is narrated even if it took more than that to get them there? Does even the last shot need narration?
I find it very strange that the big critical early in combat for a ton of damage isn't important in and of itself to the characters in the game, even though the monster still gets its full attacks and isn't dead yet and that different DMs would narrate it in different ways. But others' mileages may vary.
To me it feels like the fighter taking 60 hp of damage and going to half in the first round of combat isn't minor to the fighter or how they react in the game, just because the game isn't fine grained enough (or death-spirally enough) to give them penalties to hit on it.
Here's the model:
(Fiction) Rogue attempts to open lock.
Triggers
(Mechanic) Check succeeds
Triggers
(Fuction) the lock opens.
This is compared to:
(Fiction) fighter attacks
Triggers
(mechanic) attack roll succeeds
Triggers
(Mechanic) damage roll reduces hp
There is no final trigger to fiction for the attack roll.
The thing hit knows it has taken some combination of cuts, bruises, burns, scrapes, bad karma accumulation, weariness, exhaustion, lowered mental and physical durability, and/or weakened will to live that have moved it a bit towards unconsciousness and death?
(What is the "Function" after a knowledge type roll usually?)
Lack of death spiral seems good.D&D is specifically a system without a death-spiral/injury system because hp doesn't associate directly with a wound.
A fighter with 50 hp gets hit with a dagger for 4 points of damage. We say "ok, that took less than 1/10th of the PC's hp, it's a superficial wound." The next round, the fighter gets sneak attacked by a rogue with a dagger for 26 points of damage. Significant hit right? Better than half the fighter's hp. Still the same type of dagger, so what changed? How did the rogue get 26 points out of a 1d4 dagger, and what did it do the fighter to take five times the damage?
It did a lot more of some combination of cuts, bruises, burns, scrapes, bad karma accumulation, weariness, exhaustion, lowered mental and physical durability, and/or weakened will to live that have moved it a bit towards unconsciousness and death. If someone is playing basketball or soccer against someone skilled vs. someone not skilled, does doing the former make one come out of the match a lot more exhausted than they come out of the later, and need a longer recovery time before playing again?
We say, "well, the rogue is a master of anatomy, and he got a blow that made some grievous wounds." But the fighter isn't suffering from any grievous injury. He doesn't have any broken bones, ruptured organs, internal bleeding, or the like. He isn't blinded, stunned, or even knocked prone. In fact, he's fine enough to action surge and bum-rush that sneaky little bugger who backstabbed him, even with 60% of his total hp gone.
Which all goes back to point: Attack rolls, AC, saving throws and HP damage don't represent anything in the fiction directly, and there is no one correct way to narrate it.
Very true. But not having a single correct way to narrate it seems very different than it not being anything in the fiction. If a player says "Charlie (the bard) attempts to put the bar into a good mood by performing", how should it be narrated? It feels like there is no single way to narrate it.
HP is meat? Explain how a fighter who took a dagger wound can use second wind and heal it up.
Is the addition of second wind (in 5e), or the Warlord healing (in 4e) a change of type since the earlier editions?
HP is luck? Explain how rogues are the masters of defeating other's luck? Healing to full doesn't matter narratively because HP doesn't matter narratively,
In reading a story about Conan or Fafhrd or Aragorn or Percy, do they always say where the blows fell or how badly they were burned? Or is it sometimes that they're getting worn down? Or that they just seem battered by the attack? In lots of stories is it only the last shot that is narrated even if it took more than that to get them there? Does even the last shot need narration?
all that matters in the intended action (I attack, I cast fireball, etc). The resolution (the roll vs AC, the saving throw, the HP damage) does not. Its but a means to figure out who lived through the encounter. Flavor it how you like.
I find it very strange that the big critical early in combat for a ton of damage isn't important in and of itself to the characters in the game, even though the monster still gets its full attacks and isn't dead yet and that different DMs would narrate it in different ways. But others' mileages may vary.
HP are partially meat, and our characters aren't superheroes, that explains how all hits are minor.
To me it feels like the fighter taking 60 hp of damage and going to half in the first round of combat isn't minor to the fighter or how they react in the game, just because the game isn't fine grained enough (or death-spirally enough) to give them penalties to hit on it.
I am all for rules giving instant death or horrendous injury for some things that seem like they should... ("I wade across the lava..." "I reach my hand into the vat of molten steel...")But, it doesn't really explain how my character can swim in acid without dying or ever being so much as scarred. So on and so forth.
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