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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="Emerikol" data-source="post: 9506224" data-attributes="member: 6698278"><p>Actually it must have a double meaning. The meaning I used it for is an accepted meaning or that term. It seems a less argumentative term than "dissociative mechanics". </p><p></p><p></p><p>I would disagree on hit points. They don't know a number as the number is an abstraction that the player can understand what the character knows. But the information is in game. </p><p></p><p>I would kind of agree on class but in a broader sense I wouldn't. A wizard or cleric know they are wizards and cleric. A rogue is probably self identified as a thief, assassin, vagabond, whatever. A fighter is broad too but the concept is there. But I agree that what comprises the exact game definition of a class is not known fully by a character. Wizards though do know about spells. If a power is available to a class, the character knows about that power. </p><p></p><p></p><p></p><p>Yes and no. Language for example is how we communicate meaning. Language is metagame in some sense. It is the way we communicate what we are thinking to another human being though imperfectly.</p><p></p><p>Some constructs are there to communicate things the character is aware of to the player because the player can't feel the blood oozing out of his gut. I wouldn't call those things metagame but if you insisted then I'd make up a new subcategory of metagame which are things the character should not know about but does for purposes of the game. It goes beyond just communicating facts back and forth between the character and player.</p><p></p><p>One objection is players should not make decisions for characters that their characters cannot rightly even comprehend as decisions. Examples would be a daily martial power. A luck point. So if someone said, I have this new class of powers and they are activated by burning hit points. That could make sense as the character would see it as suffering injury in some manner to get the magic to work. </p><p></p><p>Surges never fit a paradigm where the character knew what was going on, at least for me. </p><p></p><p>My healing spells heal based on the targets max hit point level that I suggested on another thread would work better. </p><p></p><p>I agree wholeheartedly that what bothers people varies. I do think what bothers me is a real thing and a real way of looking at the game. I understand not everyone is bothered by things I am bothered by.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9506224, member: 6698278"] Actually it must have a double meaning. The meaning I used it for is an accepted meaning or that term. It seems a less argumentative term than "dissociative mechanics". I would disagree on hit points. They don't know a number as the number is an abstraction that the player can understand what the character knows. But the information is in game. I would kind of agree on class but in a broader sense I wouldn't. A wizard or cleric know they are wizards and cleric. A rogue is probably self identified as a thief, assassin, vagabond, whatever. A fighter is broad too but the concept is there. But I agree that what comprises the exact game definition of a class is not known fully by a character. Wizards though do know about spells. If a power is available to a class, the character knows about that power. Yes and no. Language for example is how we communicate meaning. Language is metagame in some sense. It is the way we communicate what we are thinking to another human being though imperfectly. Some constructs are there to communicate things the character is aware of to the player because the player can't feel the blood oozing out of his gut. I wouldn't call those things metagame but if you insisted then I'd make up a new subcategory of metagame which are things the character should not know about but does for purposes of the game. It goes beyond just communicating facts back and forth between the character and player. One objection is players should not make decisions for characters that their characters cannot rightly even comprehend as decisions. Examples would be a daily martial power. A luck point. So if someone said, I have this new class of powers and they are activated by burning hit points. That could make sense as the character would see it as suffering injury in some manner to get the magic to work. Surges never fit a paradigm where the character knew what was going on, at least for me. My healing spells heal based on the targets max hit point level that I suggested on another thread would work better. I agree wholeheartedly that what bothers people varies. I do think what bothers me is a real thing and a real way of looking at the game. I understand not everyone is bothered by things I am bothered by. [/QUOTE]
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The Problem with Healing Powercreep
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