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*Dungeons & Dragons
ludonarrative dissonance of hitpoints in D&D
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<blockquote data-quote="Fanaelialae" data-source="post: 7841028" data-attributes="member: 53980"><p>I disagree. I don't think that people are filling holes in the narrative with contrivances, and I certainly don't think it has much to do with the "authorities" who present the answer doing so "charismatically".</p><p></p><p>I would say that hit points are intended as a simple, functional, abstract table solution for a complex problem (modeling survival). Their abstract nature leverages the greatest strength TTRPGs have - the human mind. Humans are great at creativity and making sense of patterns.</p><p></p><p>The system you've proposed might be great for a computer, which is excellent for quick calculations. However, it's a fair amount of overhead for the average human. </p><p></p><p>You need to examine whether the attack hit touch AC. If so, check whether it hit armor AC. Does the weapon type modify the AC? If armor was hit, subtract DR from damage. Then subtract the remaining damage from your hp. </p><p></p><p>That's far more complicated than checking whether the attack hit your AC and, if so, subtract the damage from your hp total.</p><p></p><p>Moreover, after the added steps do we arrive at a realistic outcome? Possibly somewhat closer to real. But still definitely a far cry from being actually realistic. So it really comes down to whether the individual feels that the result is worth the extra effort. For some people it will be worth it, and if it adds to their enjoyment then that's great. However, IME, for most people it won't be worth it because it results in added tedium with no real benefit.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7841028, member: 53980"] I disagree. I don't think that people are filling holes in the narrative with contrivances, and I certainly don't think it has much to do with the "authorities" who present the answer doing so "charismatically". I would say that hit points are intended as a simple, functional, abstract table solution for a complex problem (modeling survival). Their abstract nature leverages the greatest strength TTRPGs have - the human mind. Humans are great at creativity and making sense of patterns. The system you've proposed might be great for a computer, which is excellent for quick calculations. However, it's a fair amount of overhead for the average human. You need to examine whether the attack hit touch AC. If so, check whether it hit armor AC. Does the weapon type modify the AC? If armor was hit, subtract DR from damage. Then subtract the remaining damage from your hp. That's far more complicated than checking whether the attack hit your AC and, if so, subtract the damage from your hp total. Moreover, after the added steps do we arrive at a realistic outcome? Possibly somewhat closer to real. But still definitely a far cry from being actually realistic. So it really comes down to whether the individual feels that the result is worth the extra effort. For some people it will be worth it, and if it adds to their enjoyment then that's great. However, IME, for most people it won't be worth it because it results in added tedium with no real benefit. [/QUOTE]
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