A_Carrington
Explorer
It would be a tautology if I hadn't presented examples of what it represents, certainly.
Except they were all "damage is this, so this is damage." You did not actually make an argument that damage represented a thing in threads fiction. What you did was define "damage" as "anything" and that tautolohical.It would be a tautology if I hadn't presented examples of what it represents, certainly.
Agreed. 'Hit points measure how much damage you can take, and damage represents how many hit points you lose'.Except they were all "damage is this, so this is damage." You did not actually make an argument that damage represented a thing in threads fiction. What you did was define "damage" as "anything" and that tautolohical.
Depends what you get XP for. Getting XP for finding gold coins makes no sense as a simulation of skill acquisition.a training and-or experience+ process
+ - which experience points model beautifully!
I don’t know the at you are wrong but I’d just add that a setting following it’s own internal logic is more realistic than a setting that doesn’t have an internal logic to followWell, the core problem is the DM using the term "realistic" when they really mean "verisimilitudinous".
Sim priorities are more focused on the setting following its own internal logic, even if that logic isn't "realistic."
The core problem with Hit Points in sim play is that people have trouble accepting the fairly obvious narrative that Hit Points provide supernatural resilience, and those supernatural properties should be known and understood within the setting.
As soon as you try to handwave away that a character with 150 HP won't take an action that can't kill them (like jumping off a cliff for 20d6 damage) because it isn't "realistic", you're building in a tension within 2 Sim priorities (modeling Earth-like behavior and modeling a supernatural not-Earth fantasy world.)