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
*Dungeons & Dragons
ludonarrative dissonance of hitpoints in D&D
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="Don Durito" data-source="post: 7840394" data-attributes="member: 6687260"><p>Runequest is a game I haven't played. However...</p><p></p><ul> <li data-xf-list-type="ul">one advantage of HP is that they don't really represent anything. They are, as is often said, a pacing mechanism.</li> <li data-xf-list-type="ul">As a result they're the perfect mechanic for a zero to hero game. They do a good job of tiering monsters.</li> <li data-xf-list-type="ul">They're simple to track - the maths is simple - you're not tracking separate wounds for hit locations etc.</li> <li data-xf-list-type="ul">there's no death spiral - it's like a game of tennis rather than a game of Basketball - in theory no matter how far you are behind you can still win right up until you can't.</li> <li data-xf-list-type="ul">All of this pretty much makes them the perfect mechanism for a game of resource management and attrition - which is D&D.</li> <li data-xf-list-type="ul">They're abstractness, once one learns not to think about it, faciliates some of the basic assumptions of D&D i.e. that you can be in the epicentre of a fireball and not be dead (or that right in the centre you can still somehow save from half-damage.)</li> </ul><p></p><p>On the other hand:</p><ul> <li data-xf-list-type="ul">it's not all that clear what actually happens - other systems with hit locations can create a more concrete fiction.</li> <li data-xf-list-type="ul">"Critical existence failure" - the "I'm fine until suddenly I'm dead" situation - doesn't feel realistic and D&D does a poor job of really getting across the feeling that you're PC is heroically struggling to carry on despite wounds.</li> <li data-xf-list-type="ul">The maths may be simple but it's still maths - a system such as Savage Worlds cuts out almost all of this maths.</li> </ul><p></p><p>In conclusion, I think I would say that HPs proved to be the most popular approach because they're the best approach for D&D style of gaming. They are the system that best handles resource management and attrition, zero to hero scaling and allows the illusion of plausibility to exist in the face of implausible situations (What exactly does your longsword do to that Tarrasque?).</p><p></p><p>So HPs are popular because D&D is popular. (There is an element of circularity to this of course - one could argue that <em>one</em> of the reasons that D&D is popular is because they use HPs, but it's a part of a whole ecosystem.)</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7840394, member: 6687260"] Runequest is a game I haven't played. However... [LIST] [*]one advantage of HP is that they don't really represent anything. They are, as is often said, a pacing mechanism. [*]As a result they're the perfect mechanic for a zero to hero game. They do a good job of tiering monsters. [*]They're simple to track - the maths is simple - you're not tracking separate wounds for hit locations etc. [*]there's no death spiral - it's like a game of tennis rather than a game of Basketball - in theory no matter how far you are behind you can still win right up until you can't. [*]All of this pretty much makes them the perfect mechanism for a game of resource management and attrition - which is D&D. [*]They're abstractness, once one learns not to think about it, faciliates some of the basic assumptions of D&D i.e. that you can be in the epicentre of a fireball and not be dead (or that right in the centre you can still somehow save from half-damage.) [/LIST] On the other hand: [LIST] [*]it's not all that clear what actually happens - other systems with hit locations can create a more concrete fiction. [*]"Critical existence failure" - the "I'm fine until suddenly I'm dead" situation - doesn't feel realistic and D&D does a poor job of really getting across the feeling that you're PC is heroically struggling to carry on despite wounds. [*]The maths may be simple but it's still maths - a system such as Savage Worlds cuts out almost all of this maths. [/LIST] In conclusion, I think I would say that HPs proved to be the most popular approach because they're the best approach for D&D style of gaming. They are the system that best handles resource management and attrition, zero to hero scaling and allows the illusion of plausibility to exist in the face of implausible situations (What exactly does your longsword do to that Tarrasque?). So HPs are popular because D&D is popular. (There is an element of circularity to this of course - one could argue that [I]one[/I] of the reasons that D&D is popular is because they use HPs, but it's a part of a whole ecosystem.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
ludonarrative dissonance of hitpoints in D&D
Top