I was using the 2 out of 3 aint bad for base level resolutions of sub elements D&D has started using in at least the last 2 editions. And/But allowing individual encounters to go wrong at some level with appropriate fail conditions. Kind of like following through with having or developing skill challenges might do.That'd still have Sauron ruling Middle Earth a lot more than you'd expect.![]()
All true.Realistically, the only way you can narrate damage in D&D is after combat is completed. There's no other way to do it since narrating any damage in the moment can be contradicted quite easily at a later moment. Was that wound lethal? Well, you didn't die and you dropped a second wind resulting in you gaining more than 1/2 your HP, therefore, you aren't wounded at all.
Any attempt to define HP during combat is bound to fail.
Here's a few definitions I found:So ludonarrative dissonance is when the story of a game is describing something to you the player that the narrative the gameplay would imply is contradictory to without the game's narrative presenting an explanation for this.
So, there isn't one specific narrative of hit points. A point of damage is not a 'flesh wound' for instance. Instead:I may not be using the traditional use of this term but i am trying to describe something i think is very close to it. if the narrative about what hitpoints represent is accurate when compared to what the mechanics of hitpoints.
Con increases your hps - CON, also fairly abstract, measures endurance, which contributes to your physical durability. Level represents skill, and, amusingly, increasing importance in the story, which could translate to increasing luck (author force/'plot armor').related concepts mechanics has in constitutions and leveling
I think there might be a category error going on here.examine damage
That doesn't sound quite right. I mean, that'd be a contradiction, sure. If one system element said hit points were your character's resistance to damage, and another said hit points were your character's ability to score hits, that'd be a contradiction. But that's not happening. Rather, hit points are an abstraction used to denominate every possible thing that might kill a character, toted up against every possible factor that might save him, to determine whether he's defeated & dying, yet.So wheres the ludonarrative dissonance? If hitpoints are told by one gameplay element to mean one thing in narrative form and then another gameplay element contradicts that then we have conflicting narratives. through the gameplay there is a dissonance in the narrative.
When you have two abstract mechanisms that can be imagined various ways, and they interact, producing an equally (more? I feel like the level of abstraction would increase when you combine abstractions? Less? Is it like a Venn Diagram, A intersect B of abstraction?) abstract result. The more abstract, the greater your freedom to visualize what has happened in the narrative rather than be told by the system what happened. So, you simply imagine something that makes sense.Your right though, abstractions themselves arnt dissonant by definition, they just are when they must relate to one another.
Sure, that meaning just happens on one, relatively 'high' level, what happens below that level isn't a concern. Hit points tell you if your character has been defeated or can keep fighting at full power.Abstractions do have meaning, otherwise they would be purposeless as a conceptual tool.
When I see "my main question" I think, "wow, I should try to understand this."my main question tends to be why hitpoints mean all these things other mechanics in the game that arnt hitpoints mean when we create narratives around what losing hitpoints means for a character?
Though both denominated in hps, those do describe different things - how hard you are to kill (defeat, really), how good something is at killing, in general. The point of interaction is in the hit point measure, itself. Hit points of damage (measure of the attack) are deducted from the target's hit points (measure of 'durability/luck/&c). As long as creatures with higher hp totals are harder to kill, and attacks that do more hit points in damage better at killing them, that'd seem consistent.If hitpoints are "physical durability, mental durability, will to live, and luck" (all abstractions themselves btw) and the game tells you that hitpoints are lowered via damage, then those things have to relate to damage, which itself is an abstraction that has meaning.
You can't really pick apart an abstraction, or it wouldn't be abstract anymore.This thread is examining how the abstraction of hitpoints can be picked appart
Well, yeah, but that'd be way too granular for EPIC COIN TOSS the whole point is overweening simplicity and total abstraction.I was using the 2 out of 3 aint bad for base level resolutions of sub elements D&D has started using in at least the last 2 editions. And/But allowing individual encounters to go wrong at some level with appropriate fail conditions. Kind of like following through with having or developing skill challenges might do.
Indeed it might, at which point anything we want to say about what the model represents is down to our choice of fable.How does the model argue that its certainly true that these doors and npc's are differentiated? Is the 10% of doors or 10% of npcs where the result is different ment to represent determinant differentilization or is it meant to represent temporary differentalization? Is the module there to predict that 10% of doors will open easier? No because the chance hasent changed, is it to predict that 10% of npc's are different? No because the npcs arnt different. This means that the module is representing something that isint a permanent difference between entities in the universe but instead one that is temporary bound up into the abstraction of the action being used to open the door, that action can mean anything that the dm permits to being attempted as breaking the door open. though that could be your point and i just havent reached it yet.
Seeing as the model does not accommodate such changes without on the fly extensions, again we come back to applying whatever fable we like. In 5th edition, and indeed via Disable Device in 3rd, Intelligence can be applied to opening a door. The ability to tailor the model on the fly drives us ever further into the realm of fabulism.The issue of bringing a different skill into the equation of breaking a door is not that it brings an outside element to breaking the door when the original equation was strength vs door. The issue is how it is used, in your example you break a fundamental concept to the argument that i dont think you intended which is noticing a fault in the door, to notice such a thing means that you've now changed the context of the experiment by introducing an element that changes what the doors are from their pre existing state without that change being from "closed without opening" to "open". you also have to describe how noticing this fault allows the door to be opened, the door is still not opening just because you find a fault in it, does that give you a bonus to your strength check to open the door? Do you automatically succeed a strength check to open that door? Either case you've changed the door, but perhaps your argument is that through other means we can still achieve the 10% probability of opening a door without relying on strength, if we use a different skill that the dm's reaction to changes the circumstances of the encounter, but a dm doesent have to do that, you could roll any number on your check to fail to succeed in the answer isint there for you to succeed with.
Anything can work that a group finds plausible: that's the only requirement. The universe of the game has no ineluctable fabric: it only has such fabric - as much and as malleable - as the group have played out.However, in this specific case we the dm are changing the fabric of the universe to reinforce the idea that these checks can possibility give a result, specifically in this case trying to adhere to the idea that there should be a 10% chance, but that 10% chance doesn't mean there's a 10% chance that ANYTHING can work, including up to a performance check or diplomacy check.
Am I right in feeling that here you decide to agree with my point that so far as the model is concerned, the door is clearly defined? I think the line you are taking is that there is a transitory instance of the door/open-event and that so long as this transitory instance is connected to plausible fluff we are hunky-dory. Yet the model works the same way even if the transitory instance (if we decide that's how it operates) is connected to implausible fluff.Doing so changes the qualities of the door, remember its not 10% against any door, its a 10% against a door whos properties are clearly defined.
Doing a king arthur (graham chapman flavored) impression again?Well, yeah, but that'd be way too granular for EPIC COIN TOSS the whole point is overweening simplicity and total abstraction.
...er... that is, the two, TWO, main points are....
Close, but, what I'm referencing nobody expects.Doing a king arthur (graham chapman flavored) impression again?
Even better! (worse?)Well I didnt even suggest that the rock paper scissors could actually represent an abstracted methodological approach to the problem (direct, responsive, or deceptive)?
So presentation matters....Even better! (worse?)
(on advice of counsel) no commentSo presentation matters....

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