this post was submitted on 21 Oct 2025
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[–] jjjalljs@ttrpg.network 14 points 3 days ago (1 children)

One of the things I realized I don't like about DND (and close relatives) is it's kind of hard to reason about the rules and risks. The narrative and numbers are too disjointed.

You might say the knight is hulking and looming ominously, but does that mean 20 AC, 50 HP, one attack at +6 for 1d8+4... Or does that mean 24 AC, 500 HP, three attacks at 1d8+8 (slashing) +1d4 (negative energy)? Could be either! The range of possibilities is largely unbound and arbitrary.

Compare with another system that like, constrains the numbers. Strength is rated 1-5. Melee is rated 1-5. This guy is pretty buff looking so he's probably got a total of six. That guy's a demigod and probably throws ten. Cool I can reason from that who I can take in a fight.

[–] Stamets@lemmy.dbzer0.com 9 points 3 days ago* (last edited 3 days ago) (1 children)

You might say the knight is hulking and looming ominously, but does that mean 20 AC, 50 HP, one attack at +6 for 1d8+4… Or does that mean 24 AC, 500 HP, three attacks at 1d8+8 (slashing) +1d4 (negative energy)? Could be either! The range of possibilities is largely unbound and arbitrary.

That's more of a DM/GM description issue than a gaming issue. Like nothing about what you said is specific to DnD, it's just how the person is going to describe the person. But even then I prefer it that way. I don't know what the situation is going to be like until I try to fuck with that. Also, you could just ask to size him up. Insight checks exist, perception checks exist, etc. But I'm kinda pro-having the enemies vague. I loathe video games where I see a number above an enemies head and know whether or not I can defeat them. I'm here to roleplay, not be told immediately whether or not I can take the dude.

[–] jjjalljs@ttrpg.network 7 points 3 days ago (1 children)

I don't need to know their exact stats, but I like (for example) having a system where you know a human's health ranges from 6 to 10, and a gun does at least 3 damage, so you can be pretty sure if you shoot him four times he's down. None of this, "Well, he's a 12th level accountant so he has 78 hp".

Maybe I mostly just dislike how vague HP is in D&D.

But it was probably mostly a GM issue.

I’m here to roleplay, not be told immediately whether or not I can take the dude.

I find it hard to roleplay when I don't know what is in the world. Things that are very different (high level stuff, low level stuff) getting basically the same description is distracting. In real life, you get a lot of information looking at someone.

Maybe I'm still just annoyed at that game where we were all 10th level and so were the basic ass soldiers.

[–] Horse@lemmygrad.ml 2 points 3 days ago* (last edited 3 days ago) (1 children)

Maybe I mostly just dislike how vague HP is in D&D.

D&D (and most derivatives) also has the issue of the only hit point that matters is the last one

[–] jjjalljs@ttrpg.network 2 points 3 days ago

Never thought about it before, but the two systems I like most don't do that.

In chronicles of darkness, you get penalties when any of your last 3 health boxes (out of 6-10) are marked. In fate, you start getting Consequences, and those both adversely affect you and provide bonuses for your opponents.

I think some people don't like this because it can cause a death spiral, where whoever gets injured first is likely to get more injured from the penalties. But, that makes sense for a lot of genres.

I routinely found it extremely irritating in BG3 when I'd do a sneak attack critical, and then the enemy would have like 3 HP left, and then they'd turn around and attack just as hard as if i'd done nothing. Unsatisfying.