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The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="Kurotowa" data-source="post: 7830671" data-attributes="member: 27957"><p>One of the divides I see at play in this thread is between the schools of "the rules should be an approximate simulation of real life" and "the rules should be an approximate simulation of dramatic fiction". In a simulation of real life, injuries should impair your abilities and take time to recover from. In a simulation of dramatic fiction, all injuries are purely cosmetic until the hero gets stabbed in the gut and suddenly the action pauses and the music changes so you know this one counts.</p><p></p><p>As presented in the default RAW, Hit Points are a simulation of dramatic fictional health. Does that leave things a bit abstract when healing spells can pull double duty to restore both abstract "vigor and luck" pools and actual factual lethal injuries? Absolutely. But it's an abstraction for the good of the game. When I sit down to play D&D the last thing I want to worry about is death spirals or tracking multiple types of injuries or needing three months of downtime to heal from one of those nasty strains or tears that athletes are always getting.</p><p></p><p>Hit Points are very good at being Hit Points. For me, they fall into what I like to call the least worst solution. It's a solution that has clear flaws, but all the alternatives are worse so you go with it because a perfect solution doesn't exist.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7830671, member: 27957"] One of the divides I see at play in this thread is between the schools of "the rules should be an approximate simulation of real life" and "the rules should be an approximate simulation of dramatic fiction". In a simulation of real life, injuries should impair your abilities and take time to recover from. In a simulation of dramatic fiction, all injuries are purely cosmetic until the hero gets stabbed in the gut and suddenly the action pauses and the music changes so you know this one counts. As presented in the default RAW, Hit Points are a simulation of dramatic fictional health. Does that leave things a bit abstract when healing spells can pull double duty to restore both abstract "vigor and luck" pools and actual factual lethal injuries? Absolutely. But it's an abstraction for the good of the game. When I sit down to play D&D the last thing I want to worry about is death spirals or tracking multiple types of injuries or needing three months of downtime to heal from one of those nasty strains or tears that athletes are always getting. Hit Points are very good at being Hit Points. For me, they fall into what I like to call the least worst solution. It's a solution that has clear flaws, but all the alternatives are worse so you go with it because a perfect solution doesn't exist. [/QUOTE]
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