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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6304732" data-attributes="member: 6775031"><p>I think it just falls below the resolution allowed by the abstraction. I mean, you can narrate one hit to the right arm, so the hero switches her weapon to her other hand, and the mechanics don't change at all. It's not a perfect mirror, where you take damage to the arm and so you would suffer a penalty to hit, and thus choose to cast a spell instead, because that would make for a fairly complicated system. </p><p></p><p>You do still have the change in caution, "more likely to defend and let the rest of the party deal with it," sort of thing, so it's not like your current HP have <em>zero</em> effect on narrative choices. It's just a simplified influence, to deal with the abstraction.</p><p></p><p></p><p>I was saying that, in my games, HP are mostly bruises and battering; but it's all physical-ish stuff that the PCs can see and understand.</p><p></p><p>The system isn't fine-fine-fine-dead, though; it's fine-mostlyfine-almostdead-dead. When you're about to go down from the next hit, and you're aware of that fact, you <em>do</em> act differently. As per the "cautious" factor mentioned above. </p><p></p><p>The condition of "going to die if I get hit again" is a meaningful condition, every bit as relevant as "-4 to hit with melee attacks" or anything like that. (In most cases, it's actually <em>more</em> relevant, since it leads to the "dead" condition.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6304732, member: 6775031"] I think it just falls below the resolution allowed by the abstraction. I mean, you can narrate one hit to the right arm, so the hero switches her weapon to her other hand, and the mechanics don't change at all. It's not a perfect mirror, where you take damage to the arm and so you would suffer a penalty to hit, and thus choose to cast a spell instead, because that would make for a fairly complicated system. You do still have the change in caution, "more likely to defend and let the rest of the party deal with it," sort of thing, so it's not like your current HP have [I]zero[/I] effect on narrative choices. It's just a simplified influence, to deal with the abstraction. I was saying that, in my games, HP are mostly bruises and battering; but it's all physical-ish stuff that the PCs can see and understand. The system isn't fine-fine-fine-dead, though; it's fine-mostlyfine-almostdead-dead. When you're about to go down from the next hit, and you're aware of that fact, you [I]do[/I] act differently. As per the "cautious" factor mentioned above. The condition of "going to die if I get hit again" is a meaningful condition, every bit as relevant as "-4 to hit with melee attacks" or anything like that. (In most cases, it's actually [I]more[/I] relevant, since it leads to the "dead" condition.) [/QUOTE]
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