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ludonarrative dissonance of hitpoints in D&D
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<blockquote data-quote="Arch-Fiend" data-source="post: 7840738" data-attributes="member: 7016641"><p>what armor class in D&D represents is an abstraction of a few different statistics that when combined with the to hit mechanics creates an all or nothing "to lower enemies hitpoints system" context fails to represent itself properly in the terms of ac within D&D's armor class system and its not particularly realistic. when people criticize me for wanting hitpoints to be less realistic while wanting armor to be realistic theres one fundamental reason why this is, armor is subject to the laws of nature, and when it works realistically it often works better than it does in D&D's abstraction rather than with hitpoints being a representation of a character having supernatural durability, a different frame of mind.</p><p></p><p>the counterpoint to your hypothetical goes back into something that ive said a few times and i think perhaps even to you more than once, the armor system i designed and the only way for armor to really be represented realistically is for hitpoints to not be an abstract concept but one that fits squarely on the idea of hitpoints as a measure of damage a character can sustain, i knew that when i made it, ive said so several times. your example of how ac accounts for reduction in damage (all or nothing) in D&D is based on the idea of abstract hitpoints where the dm must figure out (or more often go with their gut while juggling the chaos of dming) what a to hit roll vs an ac represents with regard to a character being able to dodge an attack or the dr reducing properties of that armor just happening to be 100% in that very instance as they can describe it (theres not many situations i can imagine padded armor being 100% damage reduction against a stab wound from a blade specifically designed to penetrate padded armor) however if a dm wants to do it that way the very abstract nature that D&D can have all of its rules played with gives plenty of room. creating a system however that attempts to de-abstract and show how these mechanics can actually work with each other for simulation is going to have to de-abstract a few things starting with hitpoints.</p><p></p><p>also simulation and fun are not mutually exclusive, ive seen that argument pop up a few times, just going to kill it here, simulation rules are not fun when subjectively you dont find them fun, they are not objectively less fun, they may objectively be more complex and thus anyone who wants to avoid any degree of complexity more than RAW might find them less fun, but lets not use that person as a standard ifwe arnt talking about making realistic armor a standard for the game.</p></blockquote><p></p>
[QUOTE="Arch-Fiend, post: 7840738, member: 7016641"] what armor class in D&D represents is an abstraction of a few different statistics that when combined with the to hit mechanics creates an all or nothing "to lower enemies hitpoints system" context fails to represent itself properly in the terms of ac within D&D's armor class system and its not particularly realistic. when people criticize me for wanting hitpoints to be less realistic while wanting armor to be realistic theres one fundamental reason why this is, armor is subject to the laws of nature, and when it works realistically it often works better than it does in D&D's abstraction rather than with hitpoints being a representation of a character having supernatural durability, a different frame of mind. the counterpoint to your hypothetical goes back into something that ive said a few times and i think perhaps even to you more than once, the armor system i designed and the only way for armor to really be represented realistically is for hitpoints to not be an abstract concept but one that fits squarely on the idea of hitpoints as a measure of damage a character can sustain, i knew that when i made it, ive said so several times. your example of how ac accounts for reduction in damage (all or nothing) in D&D is based on the idea of abstract hitpoints where the dm must figure out (or more often go with their gut while juggling the chaos of dming) what a to hit roll vs an ac represents with regard to a character being able to dodge an attack or the dr reducing properties of that armor just happening to be 100% in that very instance as they can describe it (theres not many situations i can imagine padded armor being 100% damage reduction against a stab wound from a blade specifically designed to penetrate padded armor) however if a dm wants to do it that way the very abstract nature that D&D can have all of its rules played with gives plenty of room. creating a system however that attempts to de-abstract and show how these mechanics can actually work with each other for simulation is going to have to de-abstract a few things starting with hitpoints. also simulation and fun are not mutually exclusive, ive seen that argument pop up a few times, just going to kill it here, simulation rules are not fun when subjectively you dont find them fun, they are not objectively less fun, they may objectively be more complex and thus anyone who wants to avoid any degree of complexity more than RAW might find them less fun, but lets not use that person as a standard ifwe arnt talking about making realistic armor a standard for the game. [/QUOTE]
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