Garthanos
Arcadian Knight
Acknowledging missed most of your intenti think you miss the point of my statement when you only cut part of it out to respond to and ignore the rest
Acknowledging missed most of your intenti think you miss the point of my statement when you only cut part of it out to respond to and ignore the rest
Yes the adverse of "Not as bad as it first seemed" - could be fun to include trope references explicitly like have characters making rolls after the fight even if they never went below zero hit points to show one of those situation and call it "Well worse than we thought" and you have a wound / affliction / impairment.Or, a not immediately-visible injury. How often does a movie/TV character get through a fight visibly unscathed, then, later, there's a close-up showing that, oh no! they were hit by the poison weapon/bit by the zombie/exposed to the disease/curse/whatever, afterall?
Or at minimum potentially less visible, its hard to argue something that sticks around is actually lesser so whether we can balance the cost of that visible vs not so visible impact or not is kind of smh the tactical vs strategic conundrum perhaps. Can we elegantly lock step them? not sure of that either as I said with a multiple of outward signs being possible I think maybe not.you've argued a bit that it represents a lesser cost compared to how powerful the frightened condition is to the game, but i would ask to what extent is it lesser?
Yes the latter its mental trauma and has a measure of realism associatedi disagree that fear is evidence for lass will to live, its actually a reflection of a higher will to live, but maybe fear isnt being used as a will to live connection but instead mental durability
That doesn't even quite sound like the definitions I found, though. They seem to be about theme vs gameplay.Well, you cannot talk about whether the mechanical and narrative bits are aligned without coming to agreement on the abstraction first.
That's just it, though, abstractions aren't dissonant with fiction, they're just dissonant with different levels of abastraction. Indeed, the more abstract you get, the more you just paste in whatever the fiction's supposed to be.Of course, since folks in general don't agree on the abstraction, that means you never get to consensus to then talk about whether those abstractions are dissonant with the fiction.
FREX: You could have an RPG "EPIC COIN TOSS" - two players, one, on the villain side, tosses a coin, the other, on the hero side, calls it in the air - the winner narrates the story. No dissonance nor even potential for dissonance due to the abstraction.
OTOH, the resultant play would be quite dissonant with the themes typical of heroic fantasy, since the story gets told from the victorious villain's side, half the time, which is pretty far-removed from genre.
That'd still have Sauron ruling Middle Earth a lot more than you'd expect.Make it rock paper scissors and hero wins on a tie...
I was kinda assuming no DM.have the DM narrating npc wins in ways that allow story advancement at a cost and similar things which follow the conventions.
Fair point.Your thesis has been read and disagreed with. Repating yourself isn't going to change anyone's opinions. What your saying is understood and is still being disagreed with.
1. The damage types argument doesn't stand scrutiny.
Not fair point. If what's being put forward is based on the idea that 5e's definition of hit points is fundamentally wrong in the first place then of course whatever other definition is used is going to be different.2. Your hitpoints definition is incompatible with 5e's hitpoints definition
Only true until and unless one wants to look at hit points as a representative simulation of a creature's actual condition, at numbers other than 0. I want there to be a fictional and narrative difference between a creature's condition at full h.p. vs its condition at 3/4 or at 1/4 or at just a few left - this doesn't need to be reflected in the mechanics (though bloodied-at-1/2 is a cool mechanic, I don't see it as essential) but does in the fiction.There is none. There is no dissonance with hit points. Hit points are a game mechanic and that's all there is to it. They are a game mechanic that can be interpreted as needed, based on the situation and narrative of the game and imagination of the player.
That doesn't even quite sound like the definitions I found, though. They seem to be about theme vs gameplay.
As I pointed out, the theme in the genre D&D emulates, and even the themes sometimes presented in D&D adventures, can be very heroic. But, the way the system actually plays encourages much more selfish, un-heroic behavior that that would suggest.
That's just it, though, abstractions aren't dissonant with fiction, they're just dissonant with different levels of abastraction. Indeed, the more abstract you get, the more you just paste in whatever the fiction's supposed to be.
FREX: You could have an RPG "EPIC COIN TOSS" - two players, one, on the villain side, tosses a coin, the other, on the hero side, calls it in the air - the winner narrates the story. No dissonance nor even potential for dissonance due to the abstraction.
OTOH, the resultant play would be quite dissonant with the themes typical of heroic fantasy, since the story gets told from the victorious villain's side, half the time, which is pretty far-removed from genre.
Hps are presented as very abstract (not quite that abstract), so picking them apart like these threads tend to do (this one's nothing new or unique in that regard) is changing that level of abstraction, without changing the mechanic... which is not going to work. That is, the attempted analysis is not going to work - the hp mechanic & related sub-systems will continue to work as well (or badly) as ever, regardless.
5e hps - all D&D hps, really - work at a very high level of abstraction. You can imagine there are holes underneath that abstraction. Or not.I do agree that the way 5e does hit points has some very big holes in it)
You can have whatever fictional & narrative difference among those as you like. Characters could yellow at 3/4, Orange at 1/2, and red at 1/4, then start blinking at single-digit hit points, if you wanted, for instance.Only true until and unless one wants to look at hit points as a representative simulation of a creature's actual condition, at numbers other than 0. I want there to be a fictional and narrative difference between a creature's condition at full h.p. vs its condition at 3/4 or at 1/4 or at just a few left
Again, only if you create it, yourself.this doesn't need to be reflected in the mechanics (though bloodied-at-1/2 is a cool mechanic, I don't see it as essential) but does in the fiction.
At that point dissonance rears its ugly head all over the place.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.