Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How many hit points do you have?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dungeonman" data-source="post: 6291290" data-attributes="member: 6775975"><p>Thought experiment if genre-blindnes/lack of self-awareness did NOT kick in:</p><p></p><p>Heroes around the land with a modicum of intelligence and self-awareness realize that they're better than regular folk, and that there are universal laws that apparently apply only to their kind.</p><p></p><p>They know that when they go into battle in full health, rarely or never is anyone taken down early in the fight; but rather through attrition. This is predictable enough that they can plan their tactics accordingly. Some adventurers can even predict that they'll never, ever be bloodied right away. Other adventurers can accurately predict that the first wound from an axe swing is never dangerous but a dozen axe wounds are.</p><p></p><p>They can ably predict that their opponents rarely or never outclass them, or they will rarely or never be put in a position to fight opponents that would outclass them. They remember goblins being worthy opponents at the onset, and after a year or so, they're taking on dragons and demons, as if they're getting better and better.</p><p></p><p>In comparison, they see that regular folk are prone at any time to a knockout or deadly strike regardless of their state of health, and thus cannot predict the ebb and flow of combat, plus these regular folk are scared of having to randomly confront an opponent who can best them and kill them dead.</p><p></p><p>The adventurers know they didn't do anything in particular to earn this destiny. They didn't bath in a magic pool of immortality or have a special sword that empowers them so. The only thing they do differently is to take on quests that others would consider foolhardy, and if they survive, they get better at it. They even get better at other skills that have nothing to do with the quest, and they can get better at these skills faster than regular folk who practice and train at it for weeks or months or years.</p><p></p><p>At first, this wonderous phenomenon is kept secret, too embarrasing and too crazy to confess. But after a few weeks, the elephant in the room is so obvious,they hesitantly share their musings. It starts with sitting by the fire at nights and discussions about luck and destiny. Then it morphs into meetings at adventuring halls, drunken boasts in pubs, and ballads sung by minstrels: stories about Karma that adventurers earn and regular folk lack.</p><p></p><p>Eventually, the Adventuring Industry is born: "Become an Adventurer! Risk your Life for Fame and Glory.. and mostly importantly... Karma! Do you really want to be a Regular guy in the King's army, or do you want to be a Warrior with more Karma after a few days in an Official Credited Adventuring Dungeon? Do you really want to spend a decade in a tower learning that Fireball spell, or do you want to unlock your very own Fireball after just a few weeks shooting Magic Missiles with your fellow Adventurers? Stop being a regular person, stop waiting for other Adventurers to save your town. Yes, you can be an Adventurer today, and get yourself some Karma! Find any Official Adventure Recruitment Centre, and find out if you qualify! (If you don't qualify, please see our Henchman Wanted section.)"</p><p></p><p></p><p>EDIT: Not to mock anyone's rp style, of course. This was a thought experiment of what it could mean for a PC to "know" their hit points. As much as I'd love to see a D&D system that encourages that...</p></blockquote><p></p>
[QUOTE="Dungeonman, post: 6291290, member: 6775975"] Thought experiment if genre-blindnes/lack of self-awareness did NOT kick in: Heroes around the land with a modicum of intelligence and self-awareness realize that they're better than regular folk, and that there are universal laws that apparently apply only to their kind. They know that when they go into battle in full health, rarely or never is anyone taken down early in the fight; but rather through attrition. This is predictable enough that they can plan their tactics accordingly. Some adventurers can even predict that they'll never, ever be bloodied right away. Other adventurers can accurately predict that the first wound from an axe swing is never dangerous but a dozen axe wounds are. They can ably predict that their opponents rarely or never outclass them, or they will rarely or never be put in a position to fight opponents that would outclass them. They remember goblins being worthy opponents at the onset, and after a year or so, they're taking on dragons and demons, as if they're getting better and better. In comparison, they see that regular folk are prone at any time to a knockout or deadly strike regardless of their state of health, and thus cannot predict the ebb and flow of combat, plus these regular folk are scared of having to randomly confront an opponent who can best them and kill them dead. The adventurers know they didn't do anything in particular to earn this destiny. They didn't bath in a magic pool of immortality or have a special sword that empowers them so. The only thing they do differently is to take on quests that others would consider foolhardy, and if they survive, they get better at it. They even get better at other skills that have nothing to do with the quest, and they can get better at these skills faster than regular folk who practice and train at it for weeks or months or years. At first, this wonderous phenomenon is kept secret, too embarrasing and too crazy to confess. But after a few weeks, the elephant in the room is so obvious,they hesitantly share their musings. It starts with sitting by the fire at nights and discussions about luck and destiny. Then it morphs into meetings at adventuring halls, drunken boasts in pubs, and ballads sung by minstrels: stories about Karma that adventurers earn and regular folk lack. Eventually, the Adventuring Industry is born: "Become an Adventurer! Risk your Life for Fame and Glory.. and mostly importantly... Karma! Do you really want to be a Regular guy in the King's army, or do you want to be a Warrior with more Karma after a few days in an Official Credited Adventuring Dungeon? Do you really want to spend a decade in a tower learning that Fireball spell, or do you want to unlock your very own Fireball after just a few weeks shooting Magic Missiles with your fellow Adventurers? Stop being a regular person, stop waiting for other Adventurers to save your town. Yes, you can be an Adventurer today, and get yourself some Karma! Find any Official Adventure Recruitment Centre, and find out if you qualify! (If you don't qualify, please see our Henchman Wanted section.)" EDIT: Not to mock anyone's rp style, of course. This was a thought experiment of what it could mean for a PC to "know" their hit points. As much as I'd love to see a D&D system that encourages that... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How many hit points do you have?
Top