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13 months ago ::
May 29, 2012 - 3:00PM
#111
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XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
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Directly from How to Play page 12:
In short, hit points are an abstraction. While you are at or above half your maximum hit points, you show no signs of injury. At less than half your hit points, you have acquired a few cuts and bruises. An attack that reduces you to 0 hit points or fewer strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.
Taking "damage" in losing hit points, regardless of what preconceptions we all may have, is not broken bones or gaping holes in characters. Its merely getting winded and up to passing out. Its only that last point that could actually be an injury.
I've played in games where attacks are described as "He impales you with his spear" to describe an attack that did 1/4 of my health. That makes no sense, I wouldn't still be fighting if that was the case.
I think conditions are the way to look at serious injuries, and think of hit points as they are described in the book.
Conditions could perhaps take weeks or months to fix, or major magic. They opperate as plot devices.
Think back to a fantasy story that had a hero take an attack that ripped his stomach open. Now picture him getting back up. Yeah, it doesn't happen- even in high fantasy stories. If you're describing losing hit points as serious wounds, you're not using hit points like Next is designed.
Maybe we will see rules for serious wounds later, but for now- consider all attacks as wearing the players down- until a kiling blow (and keep in mind a killing blow isn't until they are DEAD- not just dropped to 0 hit points! DEAD is when your hit points reach negative CON + Level, also as described in How To Play page 13)
My largest issue with the grit idea is that Hit Points have NEVER represented actual damge to the body of any D&D character. There a section by Gygax about hit points that read almost exactly as the one in the how to play guide. Please stop acting as is this is a change.
You might want to get your facts straight before you say things like this.
"Originally Posted by Originally Posted by AD&D 1e PHB, page 34 Each character has a varying number of hit points, just as monsters do. These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being Killed. Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution."
The above are Gary's own words so I'm not sure where you get your conclusion from but it's wrong.
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13 months ago ::
May 29, 2012 - 5:19PM
#112
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Date Joined:
Nov 30, 2010
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It still not that if you get hit by a sword soldier you get a sword stabbed into your chest from one side to another.
On videogames, i think Assassin's Creed series represent it better visually how hit points in a tabletop rpg works, when you attack an enemy, the enemy is seen blocking the attack, but he seem to be struggling to keep parrying or blocking the lethal damage and getting tired and tired...from the game mechanics point of view, he isn't blocking, he is getting hit...his hit points get lowered every time he "block", once the hitpoints are lowered to cero, the player character actually hit,slash,stab the enemy, killing him, this is the best way to represent how hitting AC works. Some enemies can parry/block frontal attacks without getting their hit points depeleated, they are seen as blocking/parrying your attacks without any real effort...this is a representation of missing against AC
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13 months ago ::
May 29, 2012 - 6:01PM
#113
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I'm just sick of the double standard held with "grittiness". Somehow, most can agree that with a little res, you can recover all of your other daily-use features even in the worst of heath, despite the fluff going on about how strenuous and taxing these abilities are. True "grit" can't be half-assed.
There are a lot of double standards in this hobby: 1) Gritty/realistic is a valid playstyle choice, but cinematic/heroic is the game in easy-mode. 2) Monsters need more than just damage to be fun (SoDs, SoSs, negative levels, etc), but fighters don't. 3) D&D w/o vancian magic isn't D&D, regardless of the fact that we are encouraged to build our own worlds that work however we want.
I've seen them all floating around the forums, and I'm sick of all of them.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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13 months ago ::
May 29, 2012 - 9:14PM
#114
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Date Joined:
Sep 19, 2008
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I'm just sick of the double standard held with "grittiness". Somehow, most can agree that with a little res, you can recover all of your other daily-use features even in the worst of heath, despite the fluff going on about how strenuous and taxing these abilities are. True "grit" can't be half-assed.
There are a lot of double standards in this hobby: 1) Gritty/realistic is a valid playstyle choice, but cinematic/heroic is the game in easy-mode. 2) Monsters need more than just damage to be fun (SoDs, SoSs, negative levels, etc), but fighters don't. 3) D&D w/o vancian magic isn't D&D, regardless of the fact that we are encouraged to build our own worlds that work however we want.
I've seen them all floating around the forums, and I'm sick of all of them.
I concur.
I play D&D because I'm an average nobody, and want to be Heroic.
If I wanted to play "realistic" (Girtty isn't realistic, Inspiring Word (Warlord healing power) is more realistic healing than CLW will EVER be, any game that uses Elves and dragons is inherently unrealistic to the point that anything can be made to encompass internal verisimilitude, and people who walked around killing things in the middle ages were poachers and bandits.), I'd be playing Laptops & Luncheons, not Dungeons & Dragons.
I'm tired of the "[old/new]-school is the only school" people and the who constantly come on here and try to force their way on the rest of us. (I am giving no examples, and this is not directed at specific people. This is a blanket statement to anyone who tries to say that "Their D&D" is the only D&D that matters. This includes people I agree with, too.)
I prefer 4e over all other editions of D&D because, for me, it's better. By a lot. And for me, the classes aren't all the same, because I have an imagination.
But I respect that others don't feel the same way.
But there better be an option for a Martial healer akin to the 4e warlord IN CORE.
Because the Warlord is truly the most realistic healing option in the books.
Anyone who doesn't believe this has never physically exerted themselves past exhaustion.
Anyone who believes Martial Healng is unrealistic needs to train with a boxing coach for a day, if only to see that: YES. getting yelled at the right way DOES get you back on your feat.
Ahh, so THIS is where I can add a sig.
Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
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13 months ago ::
May 30, 2012 - 2:39AM
#115
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Date Joined:
Aug 25, 2007
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my sugestions:
short rest: you can use a healing kit during the first short rest after a enciounter where you lost hitpoints allouwing you to spend 1 hit dice per 10 minutes of rest. ( only during the first short rest after taking damage becouse re bandaging the would probebly isen't going to do much)
long rest: you spend all your remaining hit dice, these are maximised if you rest in a save envirement like a inn or your own home. at the end of the rest your hit dice pool is reset to it's maximum.
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13 months ago ::
May 30, 2012 - 5:47AM
#116
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Date Joined:
Sep 19, 2008
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my sugestions:
short rest: you can use a healing kit during the first short rest after a enciounter where you lost hitpoints allouwing you to spend 1 hit dice per 10 minutes of rest. ( only during the first short rest after taking damage becouse re bandaging the would probebly isen't going to do much)
long rest: you spend all your remaining hit dice, these are maximised if you rest in a save envirement like a inn or your own home. at the end of the rest your hit dice pool is reset to it's maximum.
And again we're back to the High HP fighter concieveably healing slower than the low HP wizard, and Higher level healing slower than lower level.
Make it a module and keep the Trauma Inn as core.
Ahh, so THIS is where I can add a sig.
Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
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13 months ago ::
May 30, 2012 - 6:02AM
#117
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Date Joined:
Aug 25, 2007
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my sugestions:
short rest: you can use a healing kit during the first short rest after a enciounter where you lost hitpoints allouwing you to spend 1 hit dice per 10 minutes of rest. ( only during the first short rest after taking damage becouse re bandaging the would probebly isen't going to do much)
long rest: you spend all your remaining hit dice, these are maximised if you rest in a save envirement like a inn or your own home. at the end of the rest your hit dice pool is reset to it's maximum.
And again we're back to the High HP fighter concieveably healing slower than the low HP wizard, and Higher level healing slower than lower level.
Make it a module and keep the Trauma Inn as core.
well this is why having a % amount like healing surges worked so well.
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13 months ago ::
May 30, 2012 - 6:07AM
#118
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I would be happy with HP/Wound system.
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13 months ago ::
May 30, 2012 - 8:17AM
#119
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Maybe we could implement an optional module where if you score a critical hit, if someone rolls a natural 20 for the confirmation roll, they then score a crippling strike, which has long-term effects. Maybe model it after curses and disease in 4E where they can get better or worse (and some injuries cannot be healed fully except by magical healing). Perhaps a called shot might impose Disadvantage, but if both hit and one is a critical (but if you miss, you're SOL), then you automatically impose an injury of your choice.
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13 months ago ::
May 30, 2012 - 10:41AM
#120
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Date Joined:
Jan 15, 2009
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It still not that if you get hit by a sword soldier you get a sword stabbed into your chest from one side to another.
On videogames, i think Assassin's Creed series represent it better visually how hit points in a tabletop rpg works, when you attack an enemy, the enemy is seen blocking the attack, but he seem to be struggling to keep parrying or blocking the lethal damage and getting tired and tired...from the game mechanics point of view, he isn't blocking, he is getting hit...his hit points get lowered every time he "block", once the hitpoints are lowered to cero, the player character actually hit,slash,stab the enemy, killing him, this is the best way to represent how hitting AC works. Some enemies can parry/block frontal attacks without getting their hit points depeleated, they are seen as blocking/parrying your attacks without any real effort...this is a representation of missing against AC
Nods, and few games manage to do that so nicely
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