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D&D 5E what is it about 2nd ed that we miss?

Right, you (the character) don't actually see the numbers in those terms, but you can see enough to know when you need the more powerful spell. There is some knowable difference that you can use in order to make that decision. If there was no difference between a 10-point injury and a 25-point injury, then your desire to heal your friend would have you occasionally waste a Cure V where it wasn't needed, or be baffled why a Cure II was unable to fix something.

HP aren't just some game construct. They correspond to something real and quantifiable within that world.

Not really. Playing an RPG requires some level of, "This doesn't make sense, but I'm going to go with it."

Combat is the biggest offender. My PC has to sit around and watch not 1, but 15 goblins run past him, attack, and do whatever while he is suspended in stasis. It's impossible that one goblin could move 30 feet and attack before he could move 5 feet, let alone 15, so the "It's really simultaneous, but you only move one piece at a time." argument fails.

The hit point system is another offender, even though it's much more minor. Your PC doesn't waste the Cure V because that's the way the game works in order to make it enjoyable, not because one scratch looks like it's more damaging than another identical scratch that was the result of less damage.
 

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A very important truth that is often overlooked (sometimes seemingly intentionally by DMs that try to avoid "meta-gaming")

You need to remove "truth", "seemingly" and the "". Then you will be correct. Hit points being known to the PC is not even remotely a truth, and DMs that try to avoid meta-gaming don't to it seemingly intentionally, it's very intentional.
 

Playing an RPG requires some level of, "This doesn't make sense, but I'm going to go with it."
Sure, but if it doesn't make enough sense, then you're probably going to stop going with it. And that line is going to be in different places for different people.

You could look at D&D as some super-abstract board game that you super-impose a story onto, and just gloss over the details. Or, you could look at it as a mathematical model for representing a real, living world, and only gloss over the details where you absolutely need to in order for the model to still be run-able. It's a sliding scale on how much you actually care about the integrity of your fantasy world, ranging (roughly) between "beer and pretzels" and "serious business".

Given that this is the internet, I'm treating this as serious business. (If I didn't care, then I wouldn't spend my free time in these forums.)
 

You need to remove "truth", "seemingly" and the "". Then you will be correct.
You are incorrect, as I am already correct in the statement I made whether you find my correctness inconvenient or not.

Hit points being known to the PC is not even remotely a truth
Hit points being known to the PC is also not even remotely what I said, or what Saelorn said that I was agreeing with.

What was said is that hit points - a thing only known to the player - correspond to things which are only known to the character in such a way that the player using hit points to make a decision is just facilitating the character making their decision with what information they actually have available.
and DMs that try to avoid meta-gaming don't to it seemingly intentionally, it's very intentional.
Again, you misread me. I said that ignoring that hit points are the means by which the player is informed of a variety of things which the character can observe that the player cannot is a thing which DMs that are trying to avoid "meta-gaming" (yes, quotes - they are there to show that thing I am referring to by use of those words is an established value, not my own choice of terms to express the same concept) seem to do intentionally. Having not asked any such DMs if they intentionally pretend that not only can a character not see the number of hit points they have, but they also have no clue at all about the conditions which hit points represent such as not knowing that they are feeling worn out, bruised, beaten, or so on, I use the word seem because that is as accurate as I can be.
 


I came to a realization a few years back during one of the great HP/meat debates on the WOTC boards.

HP is just pure abstraction. It's not the meat.

There is meat, but its not what the HP represents. HP is just a mechanic to help the players know the risks and make judgement calls. But HP is not everything. Use it to help move the story forward, but don't be a slave to it. The important part to understand is that abstraction (and mechanics) is not the only part of the game. The other part is the part where you establish the fiction. You know that thing that the DM does (primarily).

When a creature is hit by an attack and takes damage the DM is in the role of describing that outcome, and what is said becomes the truth of the game. If the DM's says the creature is impaled by a spear, or an arrow, or that sword chopped off a chunk of its ear, then that's what happened. The damage roll doesn't tell you that. The HP level says nothing about this. Its the established fiction that does.

You probably don't play this way, or even if you do it doesn't happen all that often, but consider that the DM is free to adjust the outcome and impose additional mechanics like status effects, that allow the established fiction to have consequences beyond just RP. For example, even if your attack action against that Orc doesn't have a prone status in the written rule as part of the outcome, the DM can certainly decide that here and now and given the situation in this environment that the Orc, once struck, slips and falls to the ground.

In this way, its perfectly reasonable for the DM (or equivalent) to dictate the outcome of the attack, and claim that the creature's leg is broken or injured in such a way that movement is hampered. There is no rule that's going to tell you this happens. It's only in the fiction.

If you are not doing this or allowing your DM this freedom, you are missing out on the biggest part of the game that leads to fun and interesting stories.
 
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It depends on the action movie, really. I know that James Bond wasn't substantially slowed down by being shot in the arm.

Did he do anything with that arm afterwards?

Because I know that my physique prevents me from climbing a wall - I simply lack the arm strength - and I can't imagine that some battering and bruises would stop a professional athlete in the real world, let alone Conan.

Watch the losing professional boxer come out of the ring after the bout has been stopped. That losing boxer has not been reduced to 0hp. They didn't reach unconsciousness. They can't necessarily walk in a straight line, however. And you really think black eyes and being battered and bruised doesn't seriously weaken you.

OK, so it probably won't weaken an olympian weight lifter enough that I can arm wrestle them. But it will substantially weaken them.

If that's the goal of a story-game, then the rules utterly fail to allow that. The rules of FATE are written such as to constantly remind the players that these are characters in a story, and that they should do whatever is the most dramatic and "fun" at the table, rather than what the character would actually do in that situation. Seriously, they mention that ad nauseum - it literally made me sick, just reading the book.

Just because you have an irrational gag reaction to the word story doesn't say anything about it. All it says is that due to your irrational aversions you personally were unable to read Fate.

A story is a series of events that happened in a coherent framework. You know what a mark of bad storytelling is? Characters changing to serve the plot.

You don't need rules to govern psychology and motivations.

Indeed. Freeform RP works. But that's entirely irrelevant because the simple fact is that once you have rules they are going to govern psychology and motivations. D&D in any edition sets out what those motivations should be by doing things such as deciding the stakes (life or death) and deciding what is rewarding to characters via the XP system.

In short D&D already has and was designed to have rules to guide psychology and motivation. Any attempt to say that this is a bad thing is a claim that D&D is a bad game. The difference is that D&D sets them for all characters whereas Fate lets you set how each individual character works.

You're supposed to imagine that you're there, and work out what the psychology and motivations would be based on backstory and circumstance and everything else in the setting.

In which case what you are doing is creating things entirely in your brain - in short inventing a story. Rather than feeling things instinctively.

These factors are much more complex than can be expressed with simple language and equations. If you try to codify them, then they're eventually going to conflict with the answers you come up with on your own, and it's no fun to have the rules tell you that you're playing your character incorrectly. You know the motivations of your own character far better than any ruleset can describe.

And all of this is an argument against D&D and its psychological modelling, not Fate and its. The reason is simple. Fate doesn't tell you what the motivations of your character are or say anything about how they are rewarded (unlike D&D). What Fate does is give you a toolkit and language so you can mechanically represent the motivations of your character. The character motivations that Fate provides are expressed via the aspects, and aspects are freeform character descriptors written by the player.

Which means your entire objection is irrelevant. Fate doesn't describe your character's motivations. It lets you do so.

But when is this actually useful?

Generally for handling self-destructive behaviour.

When e.g. an alcoholic drinks because they are under pressure they normally know they run the risk of letting their team down. They know it's physically bad for them. They know they run the risk of a hangover the next day. And all these can be or are mechanically represented in a physics engine. Almost all the entirety of a physics based game system represents this and provides a pretty strong negative to drinking. And even if you're playing an alcoholic you are less likely to think of drinking when they are under stress because you have so much else to worry about.

This is because the game and the nature of the game provides psychological incentives to the player to not get drunk - but none to get drunk. And for most people this works. But if we take an alcoholic then to the alcoholic it tastes good, it feels good, and it makes them think (probably erroneously) that they are better able to cope. In Fate gaining a Fate Point feels good and makes you think (possibly erroneously) that you are better able to cope. A player who has set their character up as an alcoholic in Fate is therefore not only feeling things much closer to those their character should because they are getting the high as the low, they are more likely to want to go drinking when their character is under stress because they want that Fate Point which will help them cope. (And if your character isn't an alcoholic? You choose a different Aspect).

Human beings are perfectly capable of mentally modeling different people already. Rules attempting to govern such a thing can only be counter-productive.

If you believe that and the rest of what you claim to believe then the only place for D&D is in the bin.

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Neonchameleon, you make some good counterpoints.

Thanks :)

I feel this was both a number-scaling problem and a presentation issue.

5e caps ability scores, why not cap skills too? Maybe cap each skill at +5?
And when you roll "craft porticullis", it shouldn't determine whether you pass or fail. Instead, like Dwarf Fortress, the roll should determine how fast you make the porticullis and the quantity you make :-) Casters already get a whole printout of their spells. Why can't fighters get a whole printout filled with skills too ??

Welcome to 4e :)

First you're assuming the wizard having so many spells is a good thing. IMO it isn't, especially at the 3.X level.

Second, Craft Portcullis being a different skill from Craft Door means you have an almost unlimited number of skills right down to Weave Basket (underwater). Each skill has a different time/rate to make things. This means that every time you try to use one of those skills you're going to have to consult the rulebook - and it's going to be very hard to keep track of exactly which skills you have. Or to remember them all.

When I run a game I prefer to not consult any rulebooks other than possibly the back of the DM screen and the MM. There's a reason both 4e and 5e have around half as many skills as 3.X. Oddly enough they both have about the number of skills Fate Core has.

EDIT: And this wouldn't even slow down combat.99% of skills aren't used in combat.

No. It would just slow down your character.

You are right that we are all afraid of GURPS, and we don't want mechanic overload in our D&D. I agree, but I am disappointed by lack of roleplay items in the PHB. There is a middle ground, and I feel 5e is not close to the middle ground. Simple things are missing, like: "The monk must visit his monestary occasionally, usually near the solstice. Failure to do so can result in a loss of 1d4 wisdom" or "The wizard must return to his tower once a year. Otherwise he risks losing 1d6 Intelligence".

I emphatically do not consider those roleplay items. I consider them obnoxious pieces of mandatory fluff that narrow the game down. It's the word "Must" and a major penalty that feels like strongarming me into playing the One True Way. A gentle benefit on the other hand (if the Monk undertakes a purification ritual at a monastry at the equinox they gain Advantage against level draining attacks) would be a much better way of doing things

Right now, the only reason a cleric prays is because "spells"...

Yours, possibly. The last time I played a cleric he used to try and lead services whenever passing through a place because it made massive social inroads. And then there was my Malediction Invoker who didn't so much pray to her God as swear at her for putting her through all this crap.

But if there was forced devotion and prayer I couldn't have played that character in anything like the same way.

It sounds like you are saying "it can be abstracted" which is my main point. The PHB could stick to the middle ground, and add one-liners like "If a character spends the night resting at his home, he gains 5 temporary hp for the next battle" or "PCs without nightvision sometimes have trouble taking an extended rest during the day. Up to 10% of such rests can fail" or "On any given day, severe weather affects 2% of the world. You should be prepared". These simple lines use words "might", "maybe", "could" which DMs can easily ignore, but would encourage a lot more roleplaying imagination in the PHB.

That's not the middle ground. That's hard line rules heavy mechanics heavy. The middle ground is what we have - and the other extreme is letting the player make all their devotions up themsleves as in Fate and generally in Dungeon World.

Right now murder-hoboism holds all the flare in the PHB.

And your solution isn't one. You'll just create murder hobos with more ways to min-max. If you actually want to deal with murder-hoboism you simply need one tweak to the rules. No XP for killing monsters. Moving it from the best way to gain XP to the worst. Time consuming and dangerous. And XP is the important driver of anything.

Behave like a class stereotype? This is a class based game, and has been since 1e. It's what Gygax built. The fighter is not "everyman". The cleric shouldn't be practicing his Eldricth Blast. If you don't like the classes, then WotC should release more classes which is something I say a lot. I'm sure that someone, somewhere on the internet, is trying build a Druid into a swordsage. Where is the in-world consequnce for this?

Gygax and Arneson designed the game for Murderhoboism as well - but oddly enough under their design combat was something to be avoided. You gained 1XP for 1GP of loot you recovered - and that outweighed your other XP sources by about 3:1. You also wanted to stay moving because you might meet wandering monsters and they didn't carry loot. oD&D was designed as a class based game with the goal of collecting loot. 2e took the XP for GP rule (that discouraged murdering) out of the default rules package and instead added something a bit more counterproductive back leaving murderhoboism as the main way the whole party gained XP together. But 2e also gave XP for the thief for stealing gold (which meant that the thief was encouraged to steal from the rest of the party).

Edit: I thought I'd quote [MENTION=42582]pemerton[/MENTION] from another comment he just posted because it speaks to why I really don't want what you are asking for.
I'm also reminded of this passage from Chris Kubasik's "Interactive Toolkit":

Characters drive the narrative of all stories. However, many people mistake character for characterization.

Characterization is the look of a character, the description of his voice, the quirks of habit. Characterization creates the concrete detail of a character through the use of sensory detail and exposition. By "seeing" how a character looks, how he picks up his wine glass, by knowing he has a love of fine tobacco, the character becomes concrete to our imagination, even while remaining nothing more than black ink upon a white page.

But a person thus described is not a character. A character must do.

Character is action. . . . This means that the best way to reveal your character is not through on an esoteric monologue about pipe and tobacco delivered by your character, but through your character's actions.

But what actions? Not every action is true to a character; it is not enough to haphazardly do things in the name of action. Instead, actions must grow from the roots of Goals. A characterization imbued with a Goal that leads to action is a character.​

Characterisation of a PC, as set out by Kubasik, is passive. It doesn't involve the player actually impacting the fiction. But until we actually see the player establishing and acting on a goal for his/her PC - not just lamenting the death of his/her father, but actively pursuing it - we won't have a dramatic arc. And this requires the tools to act within, and upon, the fiction.

Things like "The Monk must go to their temple on the solstice or risk losing 1d4 wisdom" is almost never character - what it is is enforced characterisation (and enforcing characterisation kinda defeats the point of characterisation in the first place unless you want to look like a stereotype).

I say almost always because there is a single exception - and that's when there's an exceptionally strong reason to not go to the temple on the solstice. It's only character for the monk if they don't want to leave their party short handed because there's a chance that someone's going to attack on the solstice (or they decide to leave their party). And it's simply annoying if the DM forgets about that monk rule and has a demon summoning. Character is about action and about choice, not about trivialities.
 
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The central conceit of Dungeons and Dragons was "Why can't we break the rules of a wargame so we can win and have fun through subverting the gamist structure as a part of pawn play". If you don't think that pawn play is a good thing don't play Dungeons and Dragons.

I think a lot of people would disagree with your assessment of D&D's central conceit. Its conceit was to support play of individual characters in a pulp-inspired fantasy environment. Pinning any claim of promoting pawn play as you describe it is your idiosyncratic spin.
 

Just because you have an irrational gag reaction to the word story doesn't say anything about it. All it says is that due to your irrational aversions you personally were unable to read Fate.
No, I was able to get through the whole book. It was terrible, but I read it anyway, because I needed to be sure that I was right about how terrible it is. It's hard to argue for or against anything if you haven't read it for yourself.
A story is a series of events that happened in a coherent framework. You know what a mark of bad storytelling is? Characters changing to serve the plot.
Yeah, I agree. I was as surprised as anyone to find that suggestion in the FATE rulebook. I would have thought that they would make a point of actually sticking to your character, but I was wrong on that account.
Indeed. Freeform RP works. But that's entirely irrelevant because the simple fact is that once you have rules they are going to govern psychology and motivations. D&D in any edition sets out what those motivations should be by doing things such as deciding the stakes (life or death) and deciding what is rewarding to characters via the XP system.
D&D does no such thing. D&D is an objective resolution engine. It tells you what happens as a result of a given action. If X, then Y. It is a language for translating events within the world into a mechanical system for the purposes of determining an outcome without bias. What you do with that is up to you and your character.
This is because the game and the nature of the game provides psychological incentives to the player to not get drunk - but none to get drunk. And for most people this works. But if we take an alcoholic then to the alcoholic it tastes good, it feels good, and it makes them think (probably erroneously) that they are better able to cope. In Fate gaining a Fate Point feels good and makes you think (possibly erroneously) that you are better able to cope. A player who has set their character up as an alcoholic in Fate is therefore not only feeling things much closer to those their character should because they are getting the high as the low, they are more likely to want to go drinking when their character is under stress because they want that Fate Point which will help them cope. (And if your character isn't an alcoholic? You choose a different Aspect).
The actual incentives to the player for accepting a compel, as described on page 14 of the FATE CORE rulebook, are that it creates drama, and you might need that fate point later. This is problematic on both counts.

First of all, the player might want the story to be more dramatic, but any sane character would not. Drama is bad. Real people, when put into dangerous situations, don't want things to be more dramatic. Alcoholics don't want to get drunk and lose control. The alcoholic character knows that getting drunk in the middle of an important mission is a bad thing, and the game is asking the player to make a decision in direct opposition to that knowledge - by exploiting the divide between the player and the character, rather than unifying them.

Second, the use of fate points as a meta-game currency means that getting drunk when you shouldn't is probably the smart move. Unlike in any sort of reasonable world - unlike what would happen in any world that isn't powered by narrative-causality, the way Discworld is - doing something that should be bad is actually good. You accept the compel, and some complication happens now, but then you have the fate point later in order to save the day against the Big Bad. If you give in to your flaw now, you save the day later; if you heroically overcome your flaw and do the right thing now, then you lose later because you don't have the fate point. The best soldier is the worst one, because the best soldier doesn't earn any meta-game points.

If you need incentive for your characters to sometimes do the wrong thing, because of their flaws, then that was solved long ago in GURPS - the character doesn't want to succumb, and the player doesn't want the character to succumb, so you make a Willpower check and you either overcome the negative impulse or you give in. And if you do give in, then something bad is probably going to happen, and you feel bad about it, and your character feels bad about it, and it doesn't secretly mean that now you're more likely to beat the Big Bad later on.
 

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