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Switch to Forum Live View Solution to "HP are physical"
3 months ago  ::  Mar 10, 2013 - 11:05AM #31
Rory
Date Joined: Jun 24, 2005
Posts: 1,069

Mar 10, 2013 -- 10:17AM, lokiare wrote:

Ok, how about the HP you have at first level is your 'physical' hit points and any hit points above that is luck, stamina, endurance, and skill.

So a Fighter has 12 hit points at 1st level (10+2 from con mod) and 20 at 2nd (6 +2 from con mod) but only the first 12 are physical. Some attacks could bypass the non-physical hit points like critical hits from weapons, poison, certain necromantic spells, etc...etc... So when you lose those 12 hit points lets say from a Goblin spear that got a critical, but you still had the rest of your hit points, you would go down and require magical healing or long term rest. Then the Cleric heals you for 12 hit points and you get back up with a full 20 (because you went down from your physical hit points dropping to 0, but your non-physical hit points weren't touched). Then say the Goblin hits you again for 5 points of damage, but because its not a crit, poison, or necromantic attack, it is taken from your 8 non-physical hit points. Then the Warlord shouts at you to push on through the pain and we almost have them and other encouraging phrases and heals you for 8 non-phyical hit points. I think that would work if WotC/Mearls indicated that 'here are your physical hit points and here are your non-physical hit points'...Smile






That is close to what Im doing. I bound the hell out of hp. You get your con score at 1 +2-6 depending on class then classes gain an average of 1 hp a level so the bottom third is close to starting hp but injuries can occur with any crit.

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3 months ago  ::  Mar 10, 2013 - 2:27PM #32
Tevish_Szat
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The reason HP have to have a physical component is that some attacks have an on-hit component that clearly implies making contact.

The simplest example is a poisoned weapon versus a regular weapon.  When a poisoned attack scores a hit, it delivers its poison.  In order for it to have its effect and force a save, that poison must have entered its victim's bloodstream.

Perhaps there was a luck component as well: clearly, the man with 6 hit points and the one with 60 were not equally injured by a 3 damage + Poison attack: one was stabbed, the other was nicked.  But in either case blood was drawn, because otherwise the poison must have teleported.

You COULD argue that "poisoned attacks are different", but then what you get is an envenoed shortsword leaving its victims covered in tiny cuts while the normal one didn't draw a drop until the final stab-through-the-heart.  From the exact same rolls.  This makes far less sense than assuming things ought to visualize the same way across poison/no poison, and one of two ways makes sense.

Another example?  Damage types.  Right now slashing/piercing/bludgeoning is in the game, but even if you assume all that damage is balled up into "physical", there's still almost assuredly going to be typed fire damage, per say.  If you're running out of ephemeral luck until the last hit that brings you to 0, why would some things care about whether some of that luck was lost to dodging flames rather than a sword or a claw?  This only makes sense if at least some portion of the attack is connecting.  the "Damage Done : Max HP" ratio is a good rule of thumb for whether someone's been incinerated or singed, but there was still some, well, damage to their physical form even in the mildest case.  A creature with "Vulnerability to fnord" is no less capable of getting entirely out of the way of "Fnord" than a non "fnord" attack of the exact same size and skill, but IS more hurt by a hit of equal force.

Takeaway: A hit implies a hit.  Not necessarily a good one, but a hit.  HP do represent luck/skill in part (especially for PCs) because a more experienced hero won't tend to take great, mortal wounds as easily, but when you roll a hit, you actually hit what you were rolling at.
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3 months ago  ::  Mar 10, 2013 - 2:49PM #33
justmike1976
Date Joined: Jun 2, 2012
Posts: 1,375

Mar 10, 2013 -- 2:27PM, Tevish_Szat wrote:

The reason HP have to have a physical component is that some attacks have an on-hit component that clearly implies making contact.

The simplest example is a poisoned weapon versus a regular weapon.  When a poisoned attack scores a hit, it delivers its poison.  In order for it to have its effect and force a save, that poison must have entered its victim's bloodstream.

Perhaps there was a luck component as well: clearly, the man with 6 hit points and the one with 60 were not equally injured by a 3 damage + Poison attack: one was stabbed, the other was nicked.  But in either case blood was drawn, because otherwise the poison must have teleported.

You COULD argue that "poisoned attacks are different", but then what you get is an envenoed shortsword leaving its victims covered in tiny cuts while the normal one didn't draw a drop until the final stab-through-the-heart.  From the exact same rolls.  This makes far less sense than assuming things ought to visualize the same way across poison/no poison, and one of two ways makes sense.

Another example?  Damage types.  Right now slashing/piercing/bludgeoning is in the game, but even if you assume all that damage is balled up into "physical", there's still almost assuredly going to be typed fire damage, per say.  If you're running out of ephemeral luck until the last hit that brings you to 0, why would some things care about whether some of that luck was lost to dodging flames rather than a sword or a claw?  This only makes sense if at least some portion of the attack is connecting.  the "Damage Done : Max HP" ratio is a good rule of thumb for whether someone's been incinerated or singed, but there was still some, well, damage to their physical form even in the mildest case.  A creature with "Vulnerability to fnord" is no less capable of getting entirely out of the way of "Fnord" than a non "fnord" attack of the exact same size and skill, but IS more hurt by a hit of equal force.

Takeaway: A hit implies a hit.  Not necessarily a good one, but a hit.  HP do represent luck/skill in part (especially for PCs) because a more experienced hero won't tend to take great, mortal wounds as easily, but when you roll a hit, you actually hit what you were rolling at.





this

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3 months ago  ::  Mar 10, 2013 - 3:23PM #34
Tony_Vargas
Date Joined: Sep 26, 2001
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How 'bout "bounded injuries."  If you want hps to be all-physical, your character just gets his 1st level hps, full stop.  You get hit, you get hurt, case closed.



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3 months ago  ::  Mar 10, 2013 - 5:54PM #35
justmike1976
Date Joined: Jun 2, 2012
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Mar 10, 2013 -- 3:23PM, Tony_Vargas wrote:

How 'bout "bounded injuries."  If you want hps to be all-physical, your character just gets his 1st level hps, full stop.  You get hit, you get hurt, case closed.







i use the hps are all real damage and give characters hps based on level. this level of metagaming is not needed just distracts from too much at the table and the players understand this and accept it and move on. if i wanted a 20 page section of rules on hps and what are real and what arent id play rollmaster or some other game.

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3 months ago  ::  Mar 10, 2013 - 6:25PM #36
Tony_Vargas
Date Joined: Sep 26, 2001
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Mar 10, 2013 -- 5:54PM, justmike1976 wrote:

i use the hps are all real damage and give characters hps based on level.


And just provide no rationale for why they can take more damage?  Why then, would you even worry about "all real damage" or not?

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3 months ago  ::  Mar 10, 2013 - 6:32PM #37
justmike1976
Date Joined: Jun 2, 2012
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Mar 10, 2013 -- 6:25PM, Tony_Vargas wrote:

Mar 10, 2013 -- 5:54PM, justmike1976 wrote:

i use the hps are all real damage and give characters hps based on level.


And just provide no rationale for why they can take more damage?  Why then, would you even worry about "all real damage" or not?





i dont because if i wanted to play a system with total realism i wouldnt be playing a fantasy rpg id be doing a modern game. you can bog your game down with all these rules, ill play my way and the players understand that hps arent the best way to show realism but that is a trade off to a fun and engaging game.

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3 months ago  ::  Mar 10, 2013 - 7:21PM #38
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372

Mar 10, 2013 -- 5:43AM, strider13x wrote:


mrpopstar-
what do HP mean to you?
(your answer here)
great idea, then that's what they mean!

Mechapilot-
at what point does your character take a physical wound
(your answer here)
that's cool!



That's essentially my view as well.  That's why I am grateful for both the abstraction and its breadth.  One more example of breadth: I had a cleric character who was big on the religion part (lots of sacrifices, fasting, etc), and my DM at the time described his HPs as a kind of aura of divine protection.  A broad abstraction enables that kind of thing for people who want to use it, without requiring a separate mechanic, but also doesn't force it on those who don't want to see it that way.

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Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

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."


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Apr 16, 2012 -- 9:27PM, Frostball wrote:

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?



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3 months ago  ::  Mar 10, 2013 - 9:36PM #39
Garthanos
Date Joined: Jan 15, 2009
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Mar 10, 2013 -- 7:21PM, MechaPilot wrote:

Mar 10, 2013 -- 5:43AM, strider13x wrote:


mrpopstar-
what do HP mean to you?
(your answer here)
great idea, then that's what they mean!

Mechapilot-
at what point does your character take a physical wound
(your answer here)
that's cool!



That's essentially my view as well.  That's why I am grateful for both the abstraction and its breadth.  One more example of breadth: I had a cleric character who was big on the religion part (lots of sacrifices, fasting, etc), and my DM at the time described his HPs as a kind of aura of divine protection.  A broad abstraction enables that kind of thing for people who want to use it, without requiring a separate mechanic, but also doesn't force it on those who don't want to see it that way.




My rogues hit points are all ungodly luck... (umm litterally ungodly).

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3 months ago  ::  Mar 11, 2013 - 6:49AM #40
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Mar 10, 2013 -- 2:27PM, Tevish_Szat wrote:

The reason HP have to have a physical component is that some attacks have an on-hit component that clearly implies making contact.


This, and the rest of your post too.


I think what you're hitting on is the fundamental issue: HP might be explained away as an abstraction, but attacks and effects are not. When confronted with effects that are described almost entirely as physical happenings, it becomes difficult to swallow that HP aren't physical.


In order for the system to remain consistent with the bulk of attacks and effects, HP needs to be mostly if not entirely physical and the relative amount of HP lost measured against the maximum amount of HP possible for that character to determine the severity of something. That relative adjustment is equally inconsistent... unless you do actually see HP as an abstraction that involves luck, stamina, and the character's general ability to take punishment, be it spiritual, mental or physical (which is why psychic attacks also deal physical damage).


So really, "hp as meat" doesn't really actually mean that HP are meat. It just means that HP damage is always some meat, same as HP healing is always some meat. The HP are not always meat.



And that makes sense, since basically people have argued about what HP are right from the dawn of D&D but really only became a thing folks started properly fighting over when someone introduced the idea of healing HP without actually closing wounds up.

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