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Hit Points - A Discussion of a "Solution"

The discussion of hit points came up in a thread somewhat recently regarding mechanics and flavour. At the time, I came up with a "solution to hit points" but have sat on it while I tinkered with my own system built around this. More recently, several threads have been de-railed as the issue of hit points became discussed. This thread is an attempt to discuss and "solve" the problem.

The Big Problem - So When is my PC Damaged?
The biggest issue with hit points is that across the history of D&D they have represented too many things:
• The ability to turn a serious blow into a less serious one.
• Luck, inner power, resolve
• Divine favor or magical factors
• The ability to stay on one's feet and keep going
• [Others: for example in a recent thread, the ability to resist intimidation]

and of course, let it not be forgotten
• Physical damage from wounds

This duality causes several anomalies when combined and interpreted as a single entity. Healing becomes more than just the healing of physical damage causing many inconsistencies. In turn, damage becomes difficult to interpret and absurd situations can develop. For some, this vagueness assists them in constructing a particular narrative. For others, it is just pure frustration.

The answer to all of this is to finally separate hit points into its two component parts: Hit Points and Combat Points.

Hit Points
Hit points represent the amount of physical damage a character can take before becoming incapacitated and then dead.

Hit points don't change much over the lifetime of a character. Hit points are slowly regained (healed in days) when lost.

Combat Points
Combat points represent how skilled a character is in combat, be it turning a deadly strike into a glancing blow or performing highly skilled acts of heroic ability; as well as possibly inner power, divine favor, luck or just the resolve to keep going.

Combat points will increase over the lifetime of a character as they become more skilled and/or have a deeper relationship with their deity or inner self. Combat points are quickly (5 minutes for half, or an hour for complete) restored in comparison to hit points.

Damage
When a character is "hit" in combat, this "damage" or threat as it were is taken off of combat points first, or if the defender has no combat points left, is taken from their hit points.

Criticals
Alternatively, a "critical hit" is considered a critical because it bypasses combat points and is directly taken off of a character's hit points.

However, combat points serve two prime functions:
• HP Buffer: as a buffer to the character's core hit points (there should be other buffers as well, including skills that reduce the chance of criticals, armor acting as damage reduction etc.)

and the missing piece of the puzzle...
• Combat Resource: Players may "spend" combat points to allow their character to perform special actions such as 4E powers, 3E feats or other abilities that would tax a character in combat. The aim of this is to address the issue that a character is as effective at full hit points as they are at 1 hit point. As combat points get whittled away, the ability to spend combat points and produce the big flashy effects is reduced. Do you risk performing that big power or do you wait and look for a better opportunity?

Other Factors
For this to work, there are several factors that need to be included to make it work:

Hit Points: A character has only a certain number of these based on [Constitution score plus STR modifier; or Strength score plus CON modifier, whichever is better] plus a generic toughness factor. For PCs, this would hover between 10 and 25 hit points.

Armor as DR: Wearing armor makes you easier to hit, but harder to damage. Armor reduces either the threat or damage taken - for example if 9 points was to be taken, an armor with DR 4 would reduce this to 5 points.

Weapon Damage: Does not scale dramatically. No multiplier for criticals, no x3 or x7 damage for powers. Weapons deal a standardized amount of damage which is either effective (taken directly off of hit points) or not (taken off of combat points; or with a miss, no effect whatsoever).

Death Threshold: A character dies (healing no longer works) if they go below their negative constitution score (modified by racial or ability factors). At 0 hit points or below, a character starts receiving injuries or wounds.

Healing: Healing hit points takes time, whether assisting someone or healing naturally. Divine healing rituals take time but are effective. The aim however is to add a little realism here. Burn as many combat points as you can but protect your hit points. If you start getting physically hurt in a combat and things aren't looking good, it's time to start pulling out before you start getting really hurt. The bloodied condition (of half hit points) is a very good idea from 4E.

Restoration of Combat Points: A five minute rest is enough to restore half your combat points. Rest for an hour and your back to your best and at full combat points. The aim here is that luck, resolve, divine favor quickly return, and fatigue becomes less of an issue. The need for a dedicated Cleric or Healer or Curing Wand is lessened.

Alternative Interpretations for Combat Points: This system allows for combat points to be interpreted in a number of ways. Intimidation reduces combat points, inspiration in its many forms increases them. Fear attacks target combat points (rather than hit points) and so on. The idea of a second wind increasing combat points carries weight.

Direct Hit Point Damage: One of the biggest anomalies with hit points is when damage is taken that skill or luck would have a hard time overcoming. Falling from 200 feet, diving unprotected into molten lava and the usual problems brought up come to mind. Such damage is applied directly to hit point totals. Such obstacles are truly deadly and to be avoided at all costs. Some characters might have abilties that might help in these circumstances but really, not many people can survive a fall from 200ft.

Spending Combat Points on Powers: I think one of the issues people have with encounter powers (funnily enough more so than daily powers which were prominent in 3E) is that finding a mechanical reason for such a restriction is very difficult - a narrative reason is much easier. If these encounter powers had a combat point cost associated with them, then this might go someway to "logically" restricting them. Note though that the restriction here is different to 4E. 4E restricts the multiple use of certain powers (a very nice mechanic gamewise). This system does not restrict the multiple use of powers, just the number of times such powers could be used. By the way, at-will powers would obviously cost nothing.

Daily Powers: These are a little more interesting in how you would restrict them. Cost alone is not enough, the use of an action point (or multiple action points for some dailies) or even specific combat situations would be the way to do it. Some dailies for example may only be used when at 0 combat points, when bloodied and so on. The aim here is to fight the downward ability spiral. You give the opportunity for a heroic comeback, rather than just a steady drop to a likely death.

Anyway, I thought I'd share this with you guys as my thoughts on the whole hit point debate. How would you seek to "fix" hit points? Do you agree with my ideas or find them silly?

Best Regards
Herremann the Wise
 

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FireLance

Legend
Anyway, I thought I'd share this with you guys as my thoughts on the whole hit point debate. How would you seek to "fix" hit points? Do you agree with my ideas or find them silly?

Best Regards
Herremann the Wise
The separation of combat points/vitality points/reserve points from "real" hit points/wound points/body points is not a bad idea for those who want that bit of extra realism and are willing to make the extra effort of tracking two separate hit point totals.

Since I came up with a fairly similar system towards the end of 3e (which was itself based on the vitality point/wound point system of d20 Star Wars), I have absolutely no problem with the basic idea. Some of the other ideas, such as spending combat points to activate powers, I'm not that keen on, though.

You might be interested to know that ExploderWizard started a similar thread just a few hours ago. ;)
 

pemerton

Legend
Herremann, your idea has some similarities to Roger Musson's mechanic in the early White Dwarf article "How to Lose Hit Points and Survive". He uses a split between class-based hit points and Con-based wound points. He doesn't toy with the idea of using (what you call) combat points for intimidation/inspiration, but does canvass using them for things like lifting boulders, as spell points, etc. He doesn't use armour as DR, however, and I'm not sure why you think that this is important for your mechanic. He does apply critical damage direct to wounds, but rather than a natural 20 system he uses a "hit by at least X more than required" system, where X starts out at (from memory) 4 or 5, and then goes up by 1 every time a character's THACO improves.
 

The separation of combat points/vitality points/reserve points from "real" hit points/wound points/body points is not a bad idea for those who want that bit of extra realism and are willing to make the extra effort of tracking two separate hit point totals.
I've found tracking a specific tally column easier than the plethora of odd things that needed to be tracked in 3.x. I developed a 3E character sheet for my group that allowed space for attribute score damage, negative levels, nonlethal damage as well as hit point damage. I've found if you dedicate a tally column to the task, it becomes much easier to stay on top of. However, I have found a side benefit of having the two columns next to each other (combat points and hit points) is that if you write anything in the hit points tally, it's time to start thinking of defense or retreat. Realistically speaking, if you take physical damage, the pain should tell you something's going wrong. This warning is a handy one.

Firelance said:
Since I came up with a fairly similar system towards the end of 3e (which was itself based on the vitality point/wound point system of d20 Star Wars), I have absolutely no problem with the basic idea. Some of the other ideas, such as spending combat points to activate powers, I'm not that keen on, though.
Can you expand? I'd be interested if you could spare the time.

Firelance said:
You might be interested to know that ExploderWizard started a similar thread just a few hours ago. ;)
I noticed that. :) It took me a while to write my one up, we must have had the same thought at the same time. Still, while somewhat similar, I think there is enough difference to warrant the two separate threads.

Best Regards
Herremann the Wise
 

Herremann, your idea has some similarities to Roger Musson's mechanic in the early White Dwarf article "How to Lose Hit Points and Survive". He uses a split between class-based hit points and Con-based wound points. He doesn't toy with the idea of using (what you call) combat points for intimidation/inspiration, but does canvass using them for things like lifting boulders, as spell points, etc.
Interesting - I wish I had access to all those old White Dwarf magazines. As for combat points, funnily enough it was that thread on mechanics and flavour and your contributions amongst others that made me think a little more about the narrative side of things. I believe the separation of hit points and combat points allow for many of the narrative ideas you discussed, whilst still keeping things grounded in terms of actual damage. I honestly believe this system allows one to have their hit point cake and it it too.
pemerton said:
He doesn't use armour as DR, however, and I'm not sure why you think that this is important for your mechanic.
From a mechanical standpoint, there is a fairly complex relationship between hit points (and combat points), healing (and restoration of combat points) and damage done in all it's forms. The thing is you don't wish a game to be too deadly, or where a little bit of bad luck can destroy your character - but you still want the threat to loom larger than it's probability.

When you only have a small kernel of hit points, you need to have lots of plausible buffers for those hit points. The primary one is combat points. In terms of causing damage in combat, there are two accepted processes: rolling to hit and rolling for damage. Having a good AC is the buffer for the first and having good DR is the buffer for the second. Aside from that, armor providing damage reduction makes a lot more "sense" to me.

Like how "hit points" embodied two disparate things (damage and then skill, luck, divine favor etc.), AC also is trying to cover two separate things in the one mechanic. It's trying to embody how hard somebody is to effectively damage, be it because they are hard to hit (a dextrous, skillful rogue) or because they are hard to damage (a dwarven warrior, replete with tower shield and plate). Thus, to answer your question, splitting AC into its components follows the same philosophy and reasoning as splitting hit points.

Pemerton said:
He does apply critical damage direct to wounds, but rather than a natural 20 system he uses a "hit by at least X more than required" system, where X starts out at (from memory) 4 or 5, and then goes up by 1 every time a character's THACO improves.
I like the idea of this - although mathematical calculation is pretty much what I do for a living. I suppose you have to draw a line somewhere when it comes to what's playable, and what's playable and enjoyable. In terms of in-encounter calculations, you want as few as possible.

Personally, I don't mind a lot of up front calculations - calculations you make when you make a character, get a new item and so on. Getting to an AC of 22 might be a fairly complicated process, but when you get there, that simple value is all you have to worry about in an encounter (rather than what went into getting it). That's a complexity I can live with and justify - but that's relative anyway from gamer to gamer.

Best Regards
Herremann the Wise
 

Combat Points remind me of Torg Possibilities. Of course there, the design probably started from a slightly different direction.

You can use a Possibility in a Torg scene in two major ways:
- Improve a check. You normally roll 1d20 ("exploding" on a 10 or 20). If you spend a Possibility, you roll an additional 1d20 (again exploding on a 10 or 20, and you get a minimum result of 11 guaranteed). Note: The final result generates an actual "bonus value" which is then added to your skill value and compared to DCs - it's not a 1:1 relationship, so the "explosion" is a little more contained.
- Reduce damage. If you're hit, you can take away wounds, shock points and K or O results. Damaging attacks deal shock points (low results, if you get enough, you drop unconscious), Ks and Os (you can get only one K and one O, and if you get both, or two of them, you drop unconscious - O disappear after one round, Ks stay) and Wounds (Four wounds kill you, and wounds last a while)

A character starts play with 10 possibilities, and you will spend a lot of them over the course of an adventure.

One concern I have, and my limited Torg experience doesn't tell me how problematic that is: What are the risks of using "moxie" (err, combat points) for both damage and for attacks/skills? How do you balance this? Torg had very specific mechanics for these things, and I suppose it might work well, making both relatively equivalently working. But I am not sure things are this "safe" in D&D. There are many consequences unexplored.

For example - 0 combat points expended mean an attack at 2d6 damage against one target. What should 1 combat point grant you? +1 damage? What if 2 combat points grant a +1 bonus to attack - if you're using it with Fireball (3d6 damage in a 20 ft area) it's more effective then with a sword (2d6 damage against one target). Or can you guarantee the swordman has a fireball equivalent (maybe 6d6 damage against one foe?) and it's only stupidity leading to him using this on his 2d6 single-target-attack? Or don't you just give out bonuses to attacks, only to damage? Would there be a point to just adding damage, when do I decide to spend the points - before or after the attack roll? Wouldn't extra damage not be differently effective depending on your foes?
 

FireLance

Legend
Can you expand? I'd be interested if you could spare the time.
It was a fairly simple system, really.

Basically, each character had hit points as normal, and an equal number of vitality points.

Hit points represented physical trauma, and could only be healed by time or magic.

Vitality points represented all the intangible aspects of hit points such as luck and morale, and were replenished at the start of each encounter. Certain effects, such as a crusader's Devoted Spirit maneuvers, could restore vitality points, but not hit points.

When a character takes damage, it is taken off vitality points first. When a character runs out of vitality points, additional damage is taken off hit points.

This ensured that every character started a fight at full hit points (at least) and had an additional gradually-depleting buffer. It also effectively doubled a character's hit points (until he takes hit point damage, anyway), which I considered a feature, not a bug, because it gave PCs a lot of insurance against high-damage critical hits.

This would be fairly easy to translate into 4e. Due to the better math, I would set hit points at a character's bloodied value, and the rest of a character's hit points would be vitality points, and vitality points no longer replenish after a short rest unless you spend healing surges. To maintain the flavor that only magical healing can restore hit points quickly, healing surges, short rests and martial powers can only restore vitality points. Magical healing restores hit points first, and any excess goes to vitality points. There will also need to be some rules for natural healing. One possibility is for a character to regain 1 hit point per tier + Con modifier at each extended rest, and one ally could attempt a DC 10 Heal check to restore an additional hit point (DC 20 for 2 hit points, DC 30 for 3 hit points, etc.)
 

RabidBob

First Post
The separation of combat points/vitality points/reserve points from "real" hit points/wound points/body points is not a bad idea for those who want that bit of extra realism and are willing to make the extra effort of tracking two separate hit point totals.

Honestly, and I'm not being sarcastic/nasty here, if people want more realistic combat representation then they should be looking towards Rolemaster, either using the system as a whole or ripping the critical hit system from Arms Law (or what ever they're calling it these days). The system worked well in that respect, as in real life a single well placed dagger thrust could end the mightiest of heroes as quickly as the weakest peasant. In addition the more a character was wounded the less well they performed in combat with a cumulative combat penalty dependant on hit point loss and critical hit infliction. Personally I don't feel that realisticifying D&D's HP system is really necessary; no edition of D&D has really gone for realism and that's not a bad thing at all.

Off the top of my head, simply adding in a penalty to everything per step of HP loss would go a good way towards "correcting" the realism of the system.

This should do the trick and not be too crippling for 4E. In 3E at higher levels it may need some work.
All actions are have a
0 - (TotalHP - CurrentHP) / (TotalHP / 10)
modifier to the dice roll in addition to any other modifiers.
 

FireLance

Legend
Honestly, and I'm not being sarcastic/nasty here, if people want more realistic combat representation then they should be looking towards Rolemaster, either using the system as a whole or ripping the critical hit system from Arms Law (or what ever they're calling it these days).
There are several degrees to realism. :) Some just want a simple way to make a clearer distinction between physical wounds and intangible luck and morale without adding hit location, critical hit or death spiral sub-systems.
 

I don't find your ideas "silly" at all. We have some implementation differences but our basic idea is the same.

Criticals:

I see criticals going directly to hit points to be a bit too deadly for D&D style combat. If combat points are your luck and battle skill then it seems that they should be of even greater use for dealing with these hits.

Armor as DR:

This is another idea that makes perfect sense but bumps heads with the AC system. For it to have a proper effect then active defenses are called for which is kind of not D&D any longer. I find myself resisting the urge to do this kind of stuff too, but then I remember that I have GURPS for that.

Points for Actions:

This is concept that has a ton of possiblities :). Talk about risk and resource management , it doesn't get much more exciting than this.
Do I spend some vitality trying to finish this guy off? Even if I succeed, what if more enemies show up? I like this a lot.

Some great ideas here, thanks for sharing.

My own body points system wasn't really envisioned to be plugged in to existing D&D and yours looks like a similar situation. Some things from my own system that might affect the body point subsystem:

1) Stat bonuses: There are no stat bonuses or penalties that affect hit, damage, AC , or saves in the 3-18 range. A stat of 8 or better is all thats required for a prime requisite stat. Bonus bloat arms race goes away, along with prospect of sucking without an X or better in a particular stat.
Roll your stats, assign them, relax and play. This also allows ability damage as an option without forcing all kinds of recalculations.

2) Weapon damage: All weapons do 1d6 at the basic skill level. All weapons are deadly and capable of doing great harm but only in trained hands. Weapons with lesser damage potential will provide users with other benefits as skill increases.

3) Critical Hits: A natural 20 scores normal damage and allows a follow up attack. Repeat until a 20 is not rolled.
 

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