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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The problem I've having with 4e.
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<blockquote data-quote="Ourph" data-source="post: 4101681" data-attributes="member: 20239"><p>I think you may be confusing the term "abstract" with "ambiguous". Charisma isn't abstract, it has definable, though ambiguous, gameworld counterparts. If HP are acting as an umbrella term that encompasses all the things you mention, but each individual application of HP loss or gain is definitely composed of some or all of those things, then HP are simply ambiguous. We would know what makes up HP but we couldn't measure how much luck (for example) is represented by 1 hp. </p><p></p><p>Abstract, on the other hand, means the metagame terms and mechanics have no gameworld counterparts. Abstract HP describe various metagame results of the gameworld action (or, actually, vice versa - HP tell us how the gameworld action plays out based on metagame results) but there is no gameworld, in-character description that can fully encompass HP. This is the more accurate description of D&D HP because the functioning of HP requires ignoring certain gameworld realities like cause-and-effect and the linear, one-way flow of time.</p><p></p><p></p><p>No, the question was, what are the physical manifestations and causes of regaining HP through a Second Wind or through a short rest period in the gameworld. In other words, what does a character experience when he regains HP. If HP are abstract, then it's not possible to answer that question, it will be different every time and the whole point of the abstraction is that the rulebooks aren't required to answer those questions. If the players are interested, the abstraction allows them to decide on their own.</p></blockquote><p></p>
[QUOTE="Ourph, post: 4101681, member: 20239"] I think you may be confusing the term "abstract" with "ambiguous". Charisma isn't abstract, it has definable, though ambiguous, gameworld counterparts. If HP are acting as an umbrella term that encompasses all the things you mention, but each individual application of HP loss or gain is definitely composed of some or all of those things, then HP are simply ambiguous. We would know what makes up HP but we couldn't measure how much luck (for example) is represented by 1 hp. Abstract, on the other hand, means the metagame terms and mechanics have no gameworld counterparts. Abstract HP describe various metagame results of the gameworld action (or, actually, vice versa - HP tell us how the gameworld action plays out based on metagame results) but there is no gameworld, in-character description that can fully encompass HP. This is the more accurate description of D&D HP because the functioning of HP requires ignoring certain gameworld realities like cause-and-effect and the linear, one-way flow of time. No, the question was, what are the physical manifestations and causes of regaining HP through a Second Wind or through a short rest period in the gameworld. In other words, what does a character experience when he regains HP. If HP are abstract, then it's not possible to answer that question, it will be different every time and the whole point of the abstraction is that the rulebooks aren't required to answer those questions. If the players are interested, the abstraction allows them to decide on their own. [/QUOTE]
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The problem I've having with 4e.
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