What do you consider a 'narrative hit'?
If you're firing a gun, a 'narrative hit' would include the bullet striking its target in a meaningful way. If you're swinging a sword, then the sword connects in some meaningful way with your target.
Mechanically, the above is not likely the case for an attack that is limited to affecting the stress track. It's not even necessarily the case for an attack that inflicts consequences.
Because under RAW, every time you record stress on your track (as opposed to buying the stress down to zero through consequences), you also lose access to powers. And while the stress track can recover completely simply by succeeding on a later hunger roll, the powers don't come back until you either kill someone while feeding or sit out scenes. (All of which I consider to be very poorly designed rules.)
Seems to me that losing access to powers is pretty significant.
That is one way to read the RAW. It's also one of the first things I'd fix with any houserule to Feeding Dependency.
It's after their duel with the vampires in the Erlking's hall. Susan takes a bad hit, and is lying there unconscious with her back twisted the wrong way around. She doesn't stir or heal at all until Harry feeds her some of his blood (implying that she's too hungry for the power to work, i.e. she failed her hunger check and had to buy out with a power). Once she's fed, she immediately, automatically twists back into shape without conscious effort (implying that Harry's feeding her was enough to restore the power).
Had enough time actually passed since the initially injury that it can reasonably be said that it
definitely would have been healed if the power had not been lost, though?
Because otherwise, I could just as easily see that as simply a well-roleplayed bit of fluff.
Isn't necessarily =/= never is the case.
Attaching feeding benefits logically imposes that it often, or possibly always, depending on the benefits provided, would have to be the case, though.
If the victim is solely choosing all the results of an attack, then no vampire will ever be able to feed on a PC's blood....
And yet, with the exception of limitations on the basis of 'reasonableness', the victim IS solely choosing all the results of any attack that stops short of taking that character out.
Are they shifts of failure, then? They're not meaningless, because they can have a tangible outcome on events. If I cause stress on someone, that means the attack was successful. A Fists attack that causes 4 stress means it was a Great success.
Mechanically, they contribute to eventual success. Narratively, they could just as easily represent failure. It would just be a failure that cost the target something to ensure.
I can read very well, thank you. Bolding an entire line is entirely unnecessary and a little rude. You may not intend it at such, but putting something in bold like that strikes me as the equivalent of going, "Hey, stupid!"
That was not my intent, and I apologize.
I get frustrated repeatedly pointing out this issue, and related issues, on these boards. Especially when I've pointed it out previously on the same page of this very thread.
And, anyway, this isn't accurate. They're not necessarily narrative hits--but they can be. A shallow, bleeding cut that doesn't actually debilitate the character in any way is a perfectly fine example of stress. Hell, the rulebook even mentions that getting punched in the face is stress.
Getting punched in the face can be stress. So can ducking that same punch.
And attaching feeding benefits to that stress logically mandates that there be some sort of connection that allows feeding. I find this to be inappropriate.
The only revision I can see that I would likely make before playtesting Becq's houserule is to retain the value of a given stress box relative to the rest of the track and to require commensurate feeding (it should be a lot easier to clear the first stress box than it would be to clear the fourth)