werecorpse
Adventurer
To me the reason the hp bar makes sense in computer games is because it’s a visual representation of how badly injured the enemy appears. This imo isn’t Gamist over simulationist it’s a way to simulate things the players character would likely know in a way that makes sense to the player but the player looking at the fight via a screen cant sense - like how well a blow landed, how heavily the enemy is breathing, how agile/light on their feet they are compared to when the fight started etc.
They also get to know stuff I think a reasonable skilled combatant would know. How injured the enemy is etc. How easy the enemy looks to hit, are they heavily armoured, nimble etc (this can be deceptive but the info can be available by description).
All but 1 of my players have played consistently for well over 30 years (the other played a bit 25 years ago but only has been playing regularly for about 3 years) so we do tend to shorthand If we don’t have roll20 hp bars
”He looks to have taken about 40%” etc
I do also tell them the AC after a couple have hits have landed - mostly to speed up combat if they have multiple rolls to hit.
At low levels (1-4) I give rubbery descriptions for resistance, vulnerability etc but as they get to higher levels I just tell them once an effect lands. I figure they recognise most of this stuff.
I am pretty bad at descriptions of combat actions so at the end of it all it’s pretty gamist due to that weakness but it’s not a conscious decisoon.
They also get to know stuff I think a reasonable skilled combatant would know. How injured the enemy is etc. How easy the enemy looks to hit, are they heavily armoured, nimble etc (this can be deceptive but the info can be available by description).
All but 1 of my players have played consistently for well over 30 years (the other played a bit 25 years ago but only has been playing regularly for about 3 years) so we do tend to shorthand If we don’t have roll20 hp bars
”He looks to have taken about 40%” etc
I do also tell them the AC after a couple have hits have landed - mostly to speed up combat if they have multiple rolls to hit.
At low levels (1-4) I give rubbery descriptions for resistance, vulnerability etc but as they get to higher levels I just tell them once an effect lands. I figure they recognise most of this stuff.
I am pretty bad at descriptions of combat actions so at the end of it all it’s pretty gamist due to that weakness but it’s not a conscious decisoon.