Realism, Heroism, and Abstract Hit Points

mmadsen

First Post
The issue of realistic combat in games comes up regularly, and I thought I'd share some examples of what that might mean, because it's an important element of game design, which should play some part in 4E, and I don't think it means what many people seem to think it means.

One-Shot Drops: Surviving the Myth, from the FBI's Law Enforcement Bulletin, shares a number of shocking examples of handguns not taking down a perp:
In the authors’ ongoing study of violence against law enforcement officers, they have examined several cases where officers used large-caliber hand guns with limited effect displayed by the offenders. In one case, the subject attacked the officer with a knife. The officer shot the individual four times in the chest; then, his weapon malfunctioned. The offender continued to walk toward the officer. After the officer cleared his weapon, he fired again and struck the subject in the chest. Only then did the offender drop the knife. This individual was hit five times with 230-grain, .45-caliber hollow-point ammunition and never fell to the ground. The offender later stated, “The wounds felt like bee stings.”

In another case, officers fired six .40-caliber, hollow-point rounds at a subject who pointed a gun at them. Each of the six rounds hit the individual with no visible effect. The seventh round severed his spinal cord, and the offender fell to the ground, dropping his weapon. This entire firefight was captured by several officers’ in-car video cameras.

In a final case, the subject shot the victim officer in the chest with a handgun and fled. The officer, wearing a bullet-resistant vest, returned gunfire. The officer’s partner observed the incident and also fired at the offender. Subsequent investigation determined that the individual was hit 13 times and, yet, ran several blocks to a gang member’s house. He later said, “I was so scared by all those shots; it sounded like the Fourth of July.” Again, according to the subject, his wounds “only started to hurt when I woke up in the hospital.” The officers had used 9-millimeter, department-issued ammunition.​
The Dubious Quick Kill, part 1 contrasts the modern sport of fencing against its dueling roots:
Take for example the case of the duel fought in 1613 between the Earl of Dorset and Lord Edward Bruce. According to the Earl's account, he received a rapier-thrust in the right nipple which passed 'level through my body, and almost to my back.' Seemingly unaffected, the Earl remained engaged in the combat for some time. The duel continued with Dorset going on to lose a finger while attempting to disarm his adversary manually. Locked in close quarters, the two struggling combatants ultimately ran out of breath. According to Dorset's account, they paused briefly to recover, and while catching their wind, considered proposals to release each other's blades. Failing to reach an agreement on exactly how this might be done, the seriously wounded Dorset finally managed to free his blade from his opponent's grasp and ultimately ran Lord Bruce through with two separate thrusts. Although Dorset had received what appears to have been a grievous wound that, in those days, ought to have been mortal, he not only remained active long enough to dispatch his adversary, but without the aid of antibiotics and emergency surgery, also managed to live another thirty-nine years.​
Brutal? Consider this anecdote:
However, consider the duel between Lagarde and Bazanez. After the later received a rapier blow which bounced off his head, Bazanez is said to have received an unspecified number of thrusts which, according to the account, "entered" the body. Despite having lost a good deal of blood, he nevertheless managed to wrestle Lagarde to the ground, whereupon he proceeded to inflict some fourteen stab wounds with his dagger to an area extending from his opponent's neck to his navel. Lagarde meanwhile, entertained himself by biting off a portion of Bazanez's chin and, using the pommel of his weapon, ended the affair by fracturing Bazanez's skull. History concludes, saying that neither combatant managed to inflict any "serious" injury, and that both recovered from the ordeal.​
Sometimes real life beats Hollywood:
While the previous tale seems amazing enough, hardly anyone can tell a story more incredible than that witnessed by R. Deerhurst. Two duelists, identified only as "His Grace, the Duke of B" and "Lord B", after an exchange of exceptionally cordial letters of challenge met in the early morning to conduct their affair with pistols and swords. The combat began with a pistol ball inflicting a slight wound to the Duke's thumb. A second firing was exchanged in which Lord B was then wounded slightly. Each then immediately drew his sword and rushed upon the other with reckless ferocity. After an exchange of only one or two thrusts, the two became locked corps à corps. Struggling to free themselves by "repeated wrenches," they finally separated enough to allow the Duke to deliver a thrust which entered the inside of Lord B 's sword arm and exited the outside of the arm at the elbow. Incredible as it may seem, his Lordship was still able to manage his sword and eventually drove home a thrust just above Duke B 's right nipple. Transfixed on his Lordship's blade, the Duke nevertheless continued, attempting repeatedly to direct a thrust at his Lordship's throat. With his weapon fixed in His Grace's chest, Lord B now had no means of defense other than his free arm and hand. Attempting to grasp the hostile blade, he lost two fingers and mutilated the remainder. Finally, the mortally wounded Duke penetrated the bloody parries of Lord B's hand with a thrust just below Lord B 's heart.

In the Hollywood swashbucklers this scene might well have have ended at this point, if not long before, but real life often seems to have a more incredible, and certainly in this case, more romantic outcome. Locked together at close quarters and unable to withdraw their weapons from each other's bodies for another thrust, the two stood embracing each other in a death grip. At this point the seconds, attempting to intercede, begged the pair to stop. Neither combatant would agree, however, and there they both remained, each transfixed upon the blade of the other until, due to extensive blood loss, his Lordship finally collapsed. In doing so, he withdrew his sword from the Duke's body and, staggering briefly, fell upon his weapon, breaking the blade in two. A moment later, the "victorious" Duke deliberately snapped his own blade and, with a sigh, fell dead upon the corpse of his adversary.​
From a realism perspective, the problem is not that a high-level D&D fighter can survive a dozen sword cuts and spear thrusts but that he cannot die by any one attack. Conversely, the problem is not that a low-level wizard or commoner can die from a single sword cut or spear thrust, but that he cannot survive three or four.

The evidence seems to point to most lethal weapons really only having a fairly small chance of killing someone -- like 10% for a pistol shot, much less for a knife wound.

It's not the abstractness of hit points that makes them unrealistic; it's the predictability. Ablative hit points make it very, very hard to kill someone in one blow -- or very, very hard to not kill someone in two. Again, from a realism perspective, the problem is not that a high-level D&D fighter can survive a dozen sword cuts and spear thrusts but that he cannot die by any one attack.

Hit points tend to model injuries poorly because characters either have an "unrealistic" number of hit points and can't be killed by a single good sword stroke, or they have a "realistic" number of hit points and can't survive three or four stab wounds.

If we eliminate ablative hit points and instead give each wound a chance to end the fight, then we end up with a "realistically" random system, where one shot can mean one kill, but a dozen shots might not mean a kill.

For instance, instead of having 10 hit dice, a great warrior might have a 1-in-10 chance of falling to a spear thrust (via, say, a Damage Save). By either set of rules, the great warrior should expect to survive roughly ten spear thrusts -- he's equally tough under both sets of rules -- but the two systems play out differently.

For whatever reason, people have conflated detail and realism. I don't think it's unrealistic at all to have an abstract damage system. Plenty of serious wargames, including those used by the military, are quite abstract.
 
Last edited:

log in or register to remove this ad

People have also conflated grimness and realism. I don't think it's unrealistic at all to have a combat system where elite troops are truly elite, and where heroes can make a tremendous difference.

If you look at the infamous Black Hawk Down scenario, the US Delta Force and Army Rangers guys might have been on the losing side, but the casualty ratio was absurdly one-sided in their favor: 18 Americans down vs. 300-1000 Somalis down. Those are D&D-party-vs-orc-horde numbers right there.

What was the difference between the highly trained D-boys and the untrained Somalis? More hit points? No, the elite troops often went down with one shot. Better armor class? Well, the Americans did have some body armor, but it's not like they all took multiple glancing shots, where the armor paid off. Higher damage? The American troops were using smaller-caliber rifles that would do less damage in most games.

The main difference, it seems, is that the Americans were professionals. They remained cool under fire, and they placed their shots. Non-pros do not do that. They shout insults and shoot bursts in the general direction of the enemy -- making sure that their friends see them shooting and looking tough.

That's not at all how D&D implements combat prowess, but the level of combat effectiveness, as I mentioned above, appears comparable to a D&D party facing an orc horde. Interesting, isn't it?
 

mmadsen said:
]From a realism perspective, the problem is not that a high-level D&D fighter can survive a dozen sword cuts and spear thrusts but that he cannot die by any one attack. Conversely, the problem is not that a low-level wizard or commoner can die from a single sword cut or spear thrust, but that he cannot survive three or four.
Yep--and thanks for the trenchant analysis and really fascinating examples.

The thing to note is that if that realism requires that characters have a chance to die every time they're attacked, they will die if they fight a lot. If you act like a typical D&D character, you get exposed to an awful lot of attacks over your career--and eventually you'll get a bad roll, and--through no real fault of your own--that'll be the end of it. The constant threat of death really changes the dynamic of a game--actions have consequences, much like in real life.

That's a huge part of the reason why HP are here to stay in D&D. Lots of players want a game that's less serious than that. I don't think one approach is worse than the other, but whenever I think of discussions like this, I think it's so interesting how realism in one area of the game--the way damage is modeled--has deeper realistic interpretations. One version gets you a game in which violence is like violence in the movies--it's fun, and exciting, and any lasting consequences almost always have narrative justification--and another version gets you a game where violence is like violence in real life.
 

Is D&D realistic? No, of course not. Should D&D try to be realistic? Probably not, but realistic does not mean complex, and it does not mean unheroic.

This thread was not meant to be an argument for a more realistic D&D but an exploration of what realistic combat might mean -- which, perhaps surprisingly, does not mean hyperlethality.

A realistic-but-abstract system might have the following:
  • highly random damage effects, where a single attack might kill a hardy warrior, or a dozen wounds might not kill a frail scribe
  • low to-hit probability
  • lots of morale issues, which might contribute to the low to-hit probability
Obviously any change to the combat system will ripple throughout the game, mechanically, but I think it can be fruitful to think through what the actual consequences of changing our assumptions might be.

For instance, does it change the heroic nature of the game to replace hit points with hero points that get used up avoiding hits or downgrading hits from serious wounds to light wounds? Probably not.

Does it change the heroic nature of the game to base these hero points on something other than toughness, as represented by Constitution, etc.? Probably not.

Does it change the heroic nature of the game to have these hero points replenish through something other than healing? It changes the game, but not in a clearly bad way.

At any rate, I'd rather explore the subject than say that any realism is bad and any unrealism is good.
 

Does anyone really disagree with/not know this?

The only claim I find a little spurious is your apparent extrapolation that a single gun-shot fired at someone with the intention of killing that has only a 10% chance of killing them. That's seemingly based on extremely exceptional cases (I could cite a dozen "one-shot drops" for each of those, easily, as could anyone with access to the internet).

Still, I agree completely. It's not silly that a level 10 fighter can be stabbed multiple times and live, as you say, it's silly that stabbing him once can NEEEEEEVER kill him. Arguably it's sillier than jumping off a cliff can't kill him - I think what most people find offensive about jumping off a cliff though is that he's not *impaired* by doing so, rather than not *killed*. In every edition of D&D, RAW, you can leap off a cliff, drop thousands of feet, whatever, and if you survive the damage, it's like it didn't happen.

Which does feel a tad ridiculous, even by D&D standards (though perhaps not by anime standards).

So yeah! I also agree about the predictability. However both of these factors can make for a better game (I'd really hope 4E has some decent rules to deal with extreme scenarios like CdG-style events and falling off things, though).

I'm kind of interested, now, in how a more realist-life-style game would do mechanics such that "pros" wiped the floor with "amateurs" (I suspect positioning and tactics, as well as communication and the exact functionality of the weapons used had more to do with that scenario than you seem to suggest, though). That's a whole other forum though, and quite possibly impossible with a d20-based game.
 


Ruin Explorer said:
The only claim I find a little spurious is your apparent extrapolation that a single gun-shot fired at someone with the intention of killing that has only a 10% chance of killing them. That's seemingly based on extremely exceptional cases (I could cite a dozen "one-shot drops" for each of those, easily, as could anyone with access to the internet).
No, that was not extrapolated from a few oddball cases; that was a stat computed from incident reports by the FBI. Presumably only about 10 percent of cases are "one-shot drops" in the real world -- at least with pistols -- and a second or third hit is no guarantee that the guy will drop.

And, of course, those are just the hits we're looking at. The ratio of shots to hits is pretty high, as The SOP9 Report - An Analysis Of NYPD Police Combat notes:
Hit Potential In Gun Fights

The police officer's potential for hitting his adversary during armed confrontation has increased over the years and stands at slightly over 25% of the rounds fired. An assailant's skill was 11% in 1979.

In 1990 the overall police hit potential was 19%. Where distances could be determined, the hit percentages at distances under 15 yards were:

Less than 3 yards ..... 38%
3 yards to 7 yards .. 11.5%
7 yards to 15 yards .. 9.4%

In 1992 the overall police hit potential was 17%. Where distances could be determined, the hit percentages at distances under 15 yards were:

Less than 3 yards ..... 28%
3 yards to 7 yards .... 11%
7 yards to 15 yards . 4.2%​
Ruin Explorer said:
I'm kind of interested, now, in how a more realist-life-style game would do mechanics such that "pros" wiped the floor with "amateurs" (I suspect positioning and tactics, as well as communication and the exact functionality of the weapons used had more to do with that scenario than you seem to suggest, though). That's a whole other forum though, and quite possibly impossible with a d20-based game.
It's a fascinating question, and one huge element that generally gets ignored is morale. Dave Grossman makes a number of interesting points about Posturing as a Psychological Weapon:
The resistance to killing can be overcome, or at least bypassed, by a variety of techniques. One technique is to cause the enemy to run (often by getting in their flank or rear, which almost always causes a rout), and it is in the subsequent pursuit of a broken or defeated enemy that the vast majority of the killing happens.

It is widely known that most killing happens after the battle, in the pursuit phase (Clausewitz and Ardant du Picq both commented on this), and this is apparently due to two factors. First, the pursuer doesn't have to look in his victim's eyes, and it appears to be much easier to deny an opponent's humanity if you can stab or shoot them in the back and don't have to look into their eyes when you kill them. Second (and probably much more importantly), in the midbrain, during a pursuit, the opponent has changed from a fellow male engaged in a primitive, simplistic, ritualistic, head-to-head, territorial or mating battle to prey who must to be pursued, pulled down, and killed. Anyone who has ever worked with dogs understands this process: you are generally safe if you face a dog down, and you should always back away from a dog (or almost any animal) in a threatening situation because if you turn around and run you are in great danger of being viciously attacked. The same is true of soldiers in combat.

Thus one key to the battle is simply to get the enemy to run. The battlefield is truly psychological in nature, and in this realm the individual who puffs himself up the biggest, or makes the loudest noise, is most likely to win. The actual battle is, from one perspective, a process of posturing until one side or another turns and runs, and then the real killing begins. Thus posturing is critical to warfare, and victory can he achieved through superior posturing.

Bagpipes, bugles, drums, shiny armor, tall hats, chariots, elephants, and cavalry have all been factors in successful posturing (convincing oneself of one's prowess while daunting one's enemy), but, ultimately, gunpowder proved to be the ultimate posturing tool. For example, the long bow was significantly more accurate and had a far greater rate of fire and a much greater accurate range than the muzzle-loading muskets used up to the early part of the American Civil War. Furthermore, the long bow did not need the industrial base (iron and gunpowder) required by muskets, and the training of a long bowman was not really all that difficult.

Thus, mechanically speaking there are few reasons why there should not have been regiments of long bowmen at Waterloo and the 1st Bull Run cutting vast swaths through the enemy. [Similarly there were highly efficient, air-pressure-powered weapons available as early as the Napoleonic era (similar to modern paintball guns), which had a far higher firing rate than the muskets of that era, but were never used.] But it must be constantly remembered that, to paraphrase Napoleon, in war, psychological factors are three times more important than mechanical factors. The reality is that, on the battlefield, if you are going "doink, doink," no matter how effectively, and the enemy is going "BANG!, BANG!," no matter how ineffectively, ultimately the "doinkers" lose. This phenomenon helps explain the effectiveness of high-noise-producing weapons ranging from Gustavus Adolphus' small, mobile cannons assigned to infantry units to the U.S. Army's M-60 machine gun in Vietnam, which fired large, very loud, 7.62-mm ammunition at a slow rate of fire vs the M-16's smaller (and comparatively much less noisy) 5.56-mm ammunition firing at a rapid rate of fire. (Note that both the machine gun and the cannon are also crew-served weapons, which is a key factor to be addressed shortly.)​
If PCs behave the way they always have -- under perfect player control -- but most of their opponents behave like real people -- even if they're not people, exactly -- then the PCs can be amazing heroes even if their opponents aren't massively overpowered on a physical level.

Grossman emphasizes the importance of posturing, and I think that could easily play into a realistic-yet-heroic game:
Bagpipes, bugles, drums, shiny armor, tall hats, chariots, elephants, and cavalry have all been factors in successful posturing (convincing oneself of one's prowess while daunting one's enemy), but, ultimately, gunpowder proved to be the ultimate posturing tool.​
Under the current rules, for instance, a successful intimidate check leaves the target shaken for 1 round, when it should probably leave them shaken indefinitely, potentially frightened, and even panicked.

Plenty of cinematic heroes are so cinematic because they stare down their enemies and win the fight before it even begins. Also, a lot of cool-looking combat gear -- plumed helms, war standards, etc. -- is cool-looking specifically in order to be literally awesome.

Imagine a glowing magical sword offering +4 to intimidate...

It might make sense to make Intimidate checks against the target's Intimidate skill -- and redefine Intimidate to mean Posture, in the sense used by Grossman: convincing oneself of one's prowess while daunting one's enemy.

But we'd need a better sounding verb than Posture to replace Intimidate, to convey both courage and ferocity.
 
Last edited:

comrade raoul said:
Yep--and thanks for the trenchant analysis and really fascinating examples.
Thank you, comrade.
comrade raoul said:
The thing to note is that if that realism requires that characters have a chance to die every time they're attacked, they will die if they fight a lot.
If we simply switched from ablative hit points to roll-to-live, I agree that we would be left with an awkward tradeoff -- fun versus realism -- but we don't have to make that tradeoff.

If we give PCs and other "name" characters fate points, action points, drama points -- whatever you want to call them -- then we can provide plot protection to everyone who's supposed to have it, even if they're simple hobbits and not great warriors, without giving it to, say, Gondorian knights, who might be great warriors, but who aren't the heroes of our story. This way we avoid mistaking plot protection for toughness and combat skill.
 

mmadsen said:
It's not the abstractness of hit points that makes them unrealistic; it's the predictability. Ablative hit points make it very, very hard to kill someone in one blow -- or very, very hard to not kill someone in two. Again, from a realism perspective, the problem is not that a high-level D&D fighter can survive a dozen sword cuts and spear thrusts but that he cannot die by any one attack.

Hit points tend to model injuries poorly because characters either have an "unrealistic" number of hit points and can't be killed by a single good sword stroke, or they have a "realistic" number of hit points and can't survive three or four stab wounds.

If we eliminate ablative hit points and instead give each wound a chance to end the fight, then we end up with a "realistically" random system, where one shot can mean one kill, but a dozen shots might not mean a kill.

Very interesting information, nice to it presented together like this.

Essentially, what you are talking about is done by True20 pretty well (and my own derivative sci-fi system Starguild OGL. ahem). Hit and defence DC (IIRC) scale with level, but your damage save typically doesn't scale with level. The peasant might roll a whole series of 20's and shrug off lots of blows, the hero might roll a 1 and fall dying from a single knife thrust.

Of course, higher level characters have more Conviction (aka action points) which they can spend to overcome a bad damage save so you probably won't go down to a random mook who gets lucky.

It is a very nice system for maintaining that kind of 'unknowability' in combat. No ablative hit points means that people tend to be quite a bit more cautious in combat.

Cheers
 

mmadsen said:
It might make sense to make Intimidate checks against the target's Intimidate skill -- and redefine Intimidate to mean Posture, in the sense used by Grossman: convincing oneself of one's prowess while daunting one's enemy.

But we'd need a better sounding verb than Posture to replace Intimidate, to convey both courage and ferocity.

I remember Champions used to have an attribute called "Presence" which you could use in combat for just this kind of thing. Most heroes I played with didn't use it much, but my main hero had quite a lot of presence, and it could prove very effective in combat.

Cheers
 

Remove ads

Top