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8 months ago ::
Oct 05, 2012 - 10:33AM
#601
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Date Joined:
Mar 22, 2008
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For what it's worth, in 3rd, 3.5, and 4th, HP as legitimate physical damage really never made actual sense (despite the fact that my group always did lol). During the first couple of levels it works, but when a level 10 fighter could take like 10 critical hits from a longsword and still be alive..... that just cannot be fluffed as being impaled 10 times, because no human could EVER survive that, period.
It's a good thing that hit points as purely physical are abstract and you can describe those 10 crits differently so that it makes sense then.
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8 months ago ::
Oct 05, 2012 - 11:14AM
#602
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Date Joined:
Jan 10, 2012
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For what it's worth, in 3rd, 3.5, and 4th, HP as legitimate physical damage really never made actual sense (despite the fact that my group always did lol). During the first couple of levels it works, but when a level 10 fighter could take like 10 critical hits from a longsword and still be alive..... that just cannot be fluffed as being impaled 10 times, because no human could EVER survive that, period.
It's a good thing that hit points as purely physical are abstract and you can describe those 10 crits differently so that it makes sense then.
I agree, and in a previous post I used the example of attacks against a clay golem. In that case, the golem could take 10 critical hits from a longsword and still be alive. And in that case it can be fluffed as being impaled 10 times as well.
Therefore in some cases hit points are physical and other cases it's not appropriate.
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8 months ago ::
Oct 05, 2012 - 11:17AM
#603
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Date Joined:
Mar 22, 2008
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For what it's worth, in 3rd, 3.5, and 4th, HP as legitimate physical damage really never made actual sense (despite the fact that my group always did lol). During the first couple of levels it works, but when a level 10 fighter could take like 10 critical hits from a longsword and still be alive..... that just cannot be fluffed as being impaled 10 times, because no human could EVER survive that, period.
It's a good thing that hit points as purely physical are abstract and you can describe those 10 crits differently so that it makes sense then.
I agree, and in a previous post I used the example of attacks against a clay golem. In that case, the golem could take 10 critical hits from a longsword and still be alive. And in that case it can be fluffed as being impaled 10 times as well.
Therefore in some cases hit points are physical and other cases it's not appropriate.
Assuming you're playing an edition where Golems can be critted
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8 months ago ::
Oct 05, 2012 - 7:08PM
#604
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Date Joined:
May 19, 2011
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I've said it before, the only way I will accept Warlords being unable to heal physical HP is if magical healing is barred from healing non-physical HP.
Magicing away mentla trauma is essentially mind control, and I find it hard to believe any random shmuck can mind control anyone by touch at level 1.
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8 months ago ::
Oct 05, 2012 - 7:18PM
#605
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I've said it before, the only way I will accept Warlords being unable to heal physical HP is if magical healing is barred from healing non-physical HP.
Magicing away mentla trauma is essentially mind control, and I find it hard to believe any random shmuck can mind control anyone by touch at level 1.
I was trying to come to a mutually beneficial compromise where both sides win, but if their sense of compromise is "ban it", then yeah, give us the full on 4E Warlord with Inspiring Word and all...
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8 months ago ::
Oct 05, 2012 - 7:30PM
#606
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Date Joined:
Apr 23, 2009
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I was trying to come to a mutually beneficial compromise where both sides win, but if their sense of compromise is "ban it", then yeah, give us the full on 4E Warlord with Inspiring Word and all...
I'm for this. I'm also for a simple straightforward fighter. We really can all be happy. Compromise solutions for everything really won't result in the best game. It's kind of like filling a mug with half coffee and half pepsi. Maybe I drink coffee and you drink pepsi in our own mugs.
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8 months ago ::
Oct 05, 2012 - 9:26PM
#607
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Date Joined:
Oct 21, 2008
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@ English, iokiare
Personally, I dont mind compromising at all. Many ideas suggested here can really work fine for me. I just want one thing.
To be able to narrate every combat scene freely and differently each time.
I like abstract hps, they give me the space I want to describe combat scenes as I want to. I admit I dont like abstract hits though. Its the whole reflavoring thing. Hp should be abstract to free up narration to everyone's preferances as much imaginary and as much physical as the description you'd like. But when you hit but you dont really hit? When you are unconcsious but not really unconcsious? Thats where words stop having the simple meaning I would like them to have for a game, and I dont like when the answer to the question why all this confusion?, why this mandatory combat narration every time is because warlord. I have no problem with the current healing system. It works just fine for me as it is right now.
But this thread was not about compromising. Dont forget this is a module suggestion thread and the last two pages is the first time pure hp physical fans (which I am not) could say what their preferances are, so we can actually talk about what this module's content should be.
EDIT: Id like to be a module such as this, because if we end up with a healing system where you must describe combat scenes this way every time, then I would like to descibe it as physical combat than imaginary hits.
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8 months ago ::
Oct 06, 2012 - 8:49AM
#608
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Date Joined:
May 19, 2011
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The thing is, the thing that appeals to the most amount of people and is the most broad should be core, while the more specifics should be put into the modules.
For example, hit points being completely abstract and all types of healing working fine is the most broad, and allows for every playstyle except for the "physical hits only" group, which I am fairly sure is a lot less then every other group as far as HP is concerned.
Then there's the "Physical Hits Only" module, that replaces all non-magical healing with temporary HP healing. It's really simple to be in a module(one of the PHB modules if you want), and doesn't really get in the way of anything.
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8 months ago ::
Oct 06, 2012 - 1:53PM
#609
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The thing is, the thing that appeals to the most amount of people and is the most broad should be core, while the more specifics should be put into the modules.
For example, hit points being completely abstract and all types of healing working fine is the most broad, and allows for every playstyle except for the "physical hits only" group, which I am fairly sure is a lot less then every other group as far as HP is concerned.
Then there's the "Physical Hits Only" module, that replaces all non-magical healing with temporary HP healing. It's really simple to be in a module(one of the PHB modules if you want), and doesn't really get in the way of anything.
I agree. They need to poll and see which group people fall into and cater the default to the most people with modules for the rest...
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8 months ago ::
Oct 06, 2012 - 3:23PM
#610
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Date Joined:
Aug 10, 2012
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I've said it before, the only way I will accept Warlords being unable to heal physical HP is if magical healing is barred from healing non-physical HP.
Magicing away mentla trauma is essentially mind control, and I find it hard to believe any random shmuck can mind control anyone by touch at level 1.
DEAL!
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