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Community
General Tabletop Discussion
*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="Garthanos" data-source="post: 4987825" data-attributes="member: 82504"><p>Bingo! and my background sounds similar to yours, Gygaxian hit point abstraction was there from day one of D&D and I didnt appreciate it when I was younger... thought it was unrealistic and introduced complications like needing saving throws to determine whether a poison attack had hit etc.... but ummm I was wrong the abstraction of quantifiable trackable luck and energy, morale and skill applied to minimize attacks resulting in trivial injury ... it is a wonder to behold. D&D4e made elements of hit points more obviously what they always were and that improved consistancy causes me to appreciate them more. </p><p></p><p>I can visualize my halfling mostlly running out of luck and having morale failures. And my ranger sweating up a storm with desperate skill...right along side the barbarian getting the mclane treatment etc. And its all hit points huzzah for abstraction.</p><p></p><p>Realism ummm yup way way too swingy. Every attack would now be save or die. Real soldiers die over minor injuries on hospital beds next to other real soldiers who survive heinous injuries. And some times the one who died of a minor injury .. survived a heinous one previously.</p><p></p><p>That said government studies show people do indeed usually function at 96 - 100 percent ... till suddenly they are out of it damn close to what we see with hit points. The reason why? is for survivability our bodies tend to not shut down until we can find safety, we dont do death spirals, then pain sets in saying ... no more (injury doesnt shut us down unless it is really extreme most everything in between your own body does the lets stop now).</p><p>So an immediate save or die when you get hit or just extreme.. critical effects then an after the end of encounter check that gets harder the more you were hit and you are disabled or dead.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4987825, member: 82504"] Bingo! and my background sounds similar to yours, Gygaxian hit point abstraction was there from day one of D&D and I didnt appreciate it when I was younger... thought it was unrealistic and introduced complications like needing saving throws to determine whether a poison attack had hit etc.... but ummm I was wrong the abstraction of quantifiable trackable luck and energy, morale and skill applied to minimize attacks resulting in trivial injury ... it is a wonder to behold. D&D4e made elements of hit points more obviously what they always were and that improved consistancy causes me to appreciate them more. I can visualize my halfling mostlly running out of luck and having morale failures. And my ranger sweating up a storm with desperate skill...right along side the barbarian getting the mclane treatment etc. And its all hit points huzzah for abstraction. Realism ummm yup way way too swingy. Every attack would now be save or die. Real soldiers die over minor injuries on hospital beds next to other real soldiers who survive heinous injuries. And some times the one who died of a minor injury .. survived a heinous one previously. That said government studies show people do indeed usually function at 96 - 100 percent ... till suddenly they are out of it damn close to what we see with hit points. The reason why? is for survivability our bodies tend to not shut down until we can find safety, we dont do death spirals, then pain sets in saying ... no more (injury doesnt shut us down unless it is really extreme most everything in between your own body does the lets stop now). So an immediate save or die when you get hit or just extreme.. critical effects then an after the end of encounter check that gets harder the more you were hit and you are disabled or dead. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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