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ludonarrative dissonance of hitpoints in D&D
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<blockquote data-quote="Arch-Fiend" data-source="post: 7841674" data-attributes="member: 7016641"><p>[URL unfurl="true"]https://en.wikipedia.org/wiki/Abstraction[/URL]</p><p></p><p></p><p></p><p>this is the definition of abstraction, which is what i said abstraction means, so yes an abstraction about balls is an abstraction that includes soccer balls, it is assumed that when an abstraction about balls is used then if its use is correct it can always be applied to soccer balls, otherwise the use of the abstraction of balls is an improper use because the abstraction is to general for the use where a specific that fits into the abstraction would fit better. </p><p></p><p>so how does it relate to hitpoints? hitpoints is an abstraction, <u>a concept that acts as a common noun for all subordinate concepts and connects any related concepts as a group field, or category</u>, what subordinate concepts do hitpoints act as a common noun for and what related concepts does hitpoints connect those subordinate concepts to as a group field?</p><p></p><p>the subordinate concepts of hitpoints and the related concepts that hitpoints connects these subordinate concepts to as outlined by its definition in the srd (<a href="http://5e.d20srd.org/srd/combat/damageAndHealing.htm#hitPoints" target="_blank">Damage and Healing :: 5e.d20srd.org</a>) are as follows (subordinate concepts highlighted in <strong>bold </strong>related concepts highlighted in <u>underline</u>)</p><p></p><p></p><p></p><p>so how does this relate to what you think about my statement? i haven't conflated the idea that hitpoints as an abstraction is the same thing as physical durability as an abstraction, what ive done is argued that because hitpoints does not argue to what extent physical durability is a subordinate concept to hitpoints and thus as a dm whom the entire purpose of hitpoints as an abstraction is ment to serve as a tool for narrative, i have a valid use of the concept of hitpoints to be any measure of physical durability when compared to the other subordinate concepts of hitpoints. </p><p></p><p>furthermore my entire thesis argument is arguing that the related concepts in the game which hitpoints connects physical and mental durability, the will to live, and luck represent physical durability almost exclusively because of hitpoints relationship with damage as a related concept, and specifically within the further narrow interpretation of damage a character takes in the form of injury. this is because the subordination concepts to hitpoints abstraction are not the only qualifications which dictate hitpoints best use as an abstraction, the related concepts that hitpoints connects its subordinate concepts to give context to how specific the abstraction should be, and that's my argument.</p><p></p><p></p><p></p><p>except the definition the game gives for what hitpoints are and what they do disagrees with your assertion that they are purely abstract in that they do not represent anything specific, and if they were purely abstract and do not represent anything specific then i would be correct to use any method of specifying what they represent that i as a gm want to.</p><p></p><p>and its weird that you make this specific argument ive even highlighted in <strong>bold</strong> exactly what im talking about you saying because i also <u>underlined</u> you saying something that completely refutes your argument which you say not more than a sentence later. you can NOT have <strong>purely abstract, do not represent anything specifically, and lack factual meaning</strong> and still have <u>traits of abstractions</u> at the same time, traits of abstractions would imply meaning otherwise they wouldn't be there.</p><p></p><p>all meat would not be an equal abstraction, but because the quantities of the abstraction arnt given then any quantity of meat i want i can have as a gm while being consistent to the idea of what the dominant concept of hitpoints is. regardless of what other subordinate concepts exist within the abstraction of hitpoints, meat is in there, and without defined quantities it can be any quantity less than 100%.</p><p></p><p></p><p></p><p>my appreciation of the difference in hitpoints is due to what assumptions ive brought in, not a fundamental requirement of the RAW. the RAW fundamentally requires me to consider <strong>the will to live</strong> as a subordinate concept of hitpoints (not even counting other subordinate concepts throughout the games history that fit) and yet provides no basis for this requirement other than a throw away line in the definition of the statistic. as an abstraction the game requires me to make assumptions about what hitpoints are based on what the game tells me literally and what the game does mechanically, the game literally tells me that "Hit points represent a combination of physical and mental durability, the will to live, and luck" which does not even account for how hitpoints are related to a creatures experience as though its not specified in the definition of hitpoints its clearly a related concept to hitpoints because gaining experience increases a characters hitpoints without ever explaining why. </p><p></p><p>this game REQUIRES assumptions about what its mechanics mean in order to be played, thats the central theme of this entire threads arguments, what i did was took what the game defines as subordinate concepts to hitpoints and related concepts to hitpoints, dissected and analyzed what those concepts own subordinate concepts and related concepts are, and came to my conclusion about which proportion of hitpoint's subordinate concepts best reflect what it actually means as an abstraction. </p><p></p><p>if you want to tell me that ive brought anything outside of the fundamental requirement of RAW, <span style="font-size: 18px"><u>prove it</u></span>.</p><p></p><p></p><p></p><p>hitpoints and damage arnt the only mechanics in this game, i think everything you dont think fit into the concept of hitpoints as a measure of a characters durability (even if its supernaturally high) are covered by other mechanics. and if there are class features in the game or feats that grant hitpoints as a result of some other subordinate concept or related concept of hitpoints not mentioned in its definition then i dont know of it, however then for the instance of that ability that class feature or feat just happens to push the quantity of hitpoints that is defined by supernatural durability a few percent lower. your welcome to share all the mechanics in the game you think fit this.</p></blockquote><p></p>
[QUOTE="Arch-Fiend, post: 7841674, member: 7016641"] [URL unfurl="true"]https://en.wikipedia.org/wiki/Abstraction[/URL] this is the definition of abstraction, which is what i said abstraction means, so yes an abstraction about balls is an abstraction that includes soccer balls, it is assumed that when an abstraction about balls is used then if its use is correct it can always be applied to soccer balls, otherwise the use of the abstraction of balls is an improper use because the abstraction is to general for the use where a specific that fits into the abstraction would fit better. so how does it relate to hitpoints? hitpoints is an abstraction, [U]a concept that acts as a common noun for all subordinate concepts and connects any related concepts as a group field, or category[/U], what subordinate concepts do hitpoints act as a common noun for and what related concepts does hitpoints connect those subordinate concepts to as a group field? the subordinate concepts of hitpoints and the related concepts that hitpoints connects these subordinate concepts to as outlined by its definition in the srd ([URL="http://5e.d20srd.org/srd/combat/damageAndHealing.htm#hitPoints"]Damage and Healing :: 5e.d20srd.org[/URL]) are as follows (subordinate concepts highlighted in [B]bold [/B]related concepts highlighted in [U]underline[/U]) so how does this relate to what you think about my statement? i haven't conflated the idea that hitpoints as an abstraction is the same thing as physical durability as an abstraction, what ive done is argued that because hitpoints does not argue to what extent physical durability is a subordinate concept to hitpoints and thus as a dm whom the entire purpose of hitpoints as an abstraction is ment to serve as a tool for narrative, i have a valid use of the concept of hitpoints to be any measure of physical durability when compared to the other subordinate concepts of hitpoints. furthermore my entire thesis argument is arguing that the related concepts in the game which hitpoints connects physical and mental durability, the will to live, and luck represent physical durability almost exclusively because of hitpoints relationship with damage as a related concept, and specifically within the further narrow interpretation of damage a character takes in the form of injury. this is because the subordination concepts to hitpoints abstraction are not the only qualifications which dictate hitpoints best use as an abstraction, the related concepts that hitpoints connects its subordinate concepts to give context to how specific the abstraction should be, and that's my argument. except the definition the game gives for what hitpoints are and what they do disagrees with your assertion that they are purely abstract in that they do not represent anything specific, and if they were purely abstract and do not represent anything specific then i would be correct to use any method of specifying what they represent that i as a gm want to. and its weird that you make this specific argument ive even highlighted in [B]bold[/B] exactly what im talking about you saying because i also [U]underlined[/U] you saying something that completely refutes your argument which you say not more than a sentence later. you can NOT have [B]purely abstract, do not represent anything specifically, and lack factual meaning[/B] and still have [U]traits of abstractions[/U] at the same time, traits of abstractions would imply meaning otherwise they wouldn't be there. all meat would not be an equal abstraction, but because the quantities of the abstraction arnt given then any quantity of meat i want i can have as a gm while being consistent to the idea of what the dominant concept of hitpoints is. regardless of what other subordinate concepts exist within the abstraction of hitpoints, meat is in there, and without defined quantities it can be any quantity less than 100%. my appreciation of the difference in hitpoints is due to what assumptions ive brought in, not a fundamental requirement of the RAW. the RAW fundamentally requires me to consider [B]the will to live[/B] as a subordinate concept of hitpoints (not even counting other subordinate concepts throughout the games history that fit) and yet provides no basis for this requirement other than a throw away line in the definition of the statistic. as an abstraction the game requires me to make assumptions about what hitpoints are based on what the game tells me literally and what the game does mechanically, the game literally tells me that "Hit points represent a combination of physical and mental durability, the will to live, and luck" which does not even account for how hitpoints are related to a creatures experience as though its not specified in the definition of hitpoints its clearly a related concept to hitpoints because gaining experience increases a characters hitpoints without ever explaining why. this game REQUIRES assumptions about what its mechanics mean in order to be played, thats the central theme of this entire threads arguments, what i did was took what the game defines as subordinate concepts to hitpoints and related concepts to hitpoints, dissected and analyzed what those concepts own subordinate concepts and related concepts are, and came to my conclusion about which proportion of hitpoint's subordinate concepts best reflect what it actually means as an abstraction. if you want to tell me that ive brought anything outside of the fundamental requirement of RAW, [SIZE=5][U]prove it[/U][/SIZE]. hitpoints and damage arnt the only mechanics in this game, i think everything you dont think fit into the concept of hitpoints as a measure of a characters durability (even if its supernaturally high) are covered by other mechanics. and if there are class features in the game or feats that grant hitpoints as a result of some other subordinate concept or related concept of hitpoints not mentioned in its definition then i dont know of it, however then for the instance of that ability that class feature or feat just happens to push the quantity of hitpoints that is defined by supernatural durability a few percent lower. your welcome to share all the mechanics in the game you think fit this. [/QUOTE]
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