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*TTRPGs General
Players establishing facts about the world impromptu during play
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8266111" data-attributes="member: 6801252"><p>YMMV, but hit points make a lot of sense in the high action fantasy (shonen even) milieu I play DND in (Pathfinder 2e and 4e especially) characters, and that the games were designed in. They're more durable than we are so they can take a lot of hits that would put us real people down immediately, but if they keep taking them their body will eventually give out from the accumulated harm done to it. The main issue with HP is people trying to simulate a degree of realism that I'm not sure hit points were ever meant for, and that the latter systems where you can take a bunch of hits, were ever meant for.</p><p></p><p>Masks meanwhile only cares if being punched made them angry/afraid/guilty/hopeless, or removed them from the fight entirely. It works for that system's focus, but not so much for how many of Superman's punches Darkseid can take in a simulation sense, especially since that number depends (in Masks) on how narratively important Darkseid is and how easily the GM wants them dealt with (Villains are given a subset of the conditions players are, the more they have, the more important they are to the story.)</p><p></p><p>I mean yeah, this was established earlier in the thread that I was wrong about the origins of the term.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8266111, member: 6801252"] YMMV, but hit points make a lot of sense in the high action fantasy (shonen even) milieu I play DND in (Pathfinder 2e and 4e especially) characters, and that the games were designed in. They're more durable than we are so they can take a lot of hits that would put us real people down immediately, but if they keep taking them their body will eventually give out from the accumulated harm done to it. The main issue with HP is people trying to simulate a degree of realism that I'm not sure hit points were ever meant for, and that the latter systems where you can take a bunch of hits, were ever meant for. Masks meanwhile only cares if being punched made them angry/afraid/guilty/hopeless, or removed them from the fight entirely. It works for that system's focus, but not so much for how many of Superman's punches Darkseid can take in a simulation sense, especially since that number depends (in Masks) on how narratively important Darkseid is and how easily the GM wants them dealt with (Villains are given a subset of the conditions players are, the more they have, the more important they are to the story.) I mean yeah, this was established earlier in the thread that I was wrong about the origins of the term. [/QUOTE]
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