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<blockquote data-quote="pemerton" data-source="post: 6003529" data-attributes="member: 42582"><p>The "dissociated" aspect of hit points is this: when the hit point pool is low the <em>player</em> knows that the next hit will be fatal; but how does the PC know that? (Given that the PC is not tired, or slowing down, nor carrying a "divine favour and luck" meter to measure his/her current state of Gygaxian "health"). In other words, unless you interpret hit points as meat, hit points <em>are</em> an example of the "dissociated" Fate Points that [MENTION=6698278]Emerikol[/MENTION] mentioned upthread.</p><p></p><p>Another similar example, that relates to the falling example or the crossbow example, flips the situation around: the "dissociation" is not produced by the fact that the PC can survive the fall, or the multiple crossbow bolts while tied to a pole; it's produced by the fact that the player <em>knows in advance</em> that the PC will survive (because s/he has enough hp left), whereas the PC <em>cannot </em>know this (unless hit points are meat).</p><p></p><p>In other words, hit points are dissociated because they give the player a power to predict things, and have his/her PC act on that prediction, <em>that the PC does not enjoy him- or herself</em>.</p><p></p><p>This keeps being said, as if those who like 4e are interlopers in the garden of D&D.</p><p></p><p>D&D has always had two aspects: its story elements, and its mechanical elements. For about 20 years I abandoned the mechanical elements, because they were not up to the task of supporting and delivering the story elements. 4e brought me back to D&D's mechanics, because finally they were able to deliver on the story elements that I had been using for those nearly 20 years. Here is how I put it on another recent thread:</p><p></p><p></p><p></p><p>I particularly want to reiterate that last line. Those who don't like 4e don't have any monopoly over the question of what D&D <em>really</em> is, or whether 4e was true to it or departed from it. For me, 4e is mechanically truer to those D&D story elements than any earlier version of the D&D system.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6003529, member: 42582"] The "dissociated" aspect of hit points is this: when the hit point pool is low the [I]player[/I] knows that the next hit will be fatal; but how does the PC know that? (Given that the PC is not tired, or slowing down, nor carrying a "divine favour and luck" meter to measure his/her current state of Gygaxian "health"). In other words, unless you interpret hit points as meat, hit points [I]are[/I] an example of the "dissociated" Fate Points that [MENTION=6698278]Emerikol[/MENTION] mentioned upthread. Another similar example, that relates to the falling example or the crossbow example, flips the situation around: the "dissociation" is not produced by the fact that the PC can survive the fall, or the multiple crossbow bolts while tied to a pole; it's produced by the fact that the player [I]knows in advance[/I] that the PC will survive (because s/he has enough hp left), whereas the PC [I]cannot [/I]know this (unless hit points are meat). In other words, hit points are dissociated because they give the player a power to predict things, and have his/her PC act on that prediction, [I]that the PC does not enjoy him- or herself[/I]. This keeps being said, as if those who like 4e are interlopers in the garden of D&D. D&D has always had two aspects: its story elements, and its mechanical elements. For about 20 years I abandoned the mechanical elements, because they were not up to the task of supporting and delivering the story elements. 4e brought me back to D&D's mechanics, because finally they were able to deliver on the story elements that I had been using for those nearly 20 years. Here is how I put it on another recent thread: I particularly want to reiterate that last line. Those who don't like 4e don't have any monopoly over the question of what D&D [I]really[/I] is, or whether 4e was true to it or departed from it. For me, 4e is mechanically truer to those D&D story elements than any earlier version of the D&D system. [/QUOTE]
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