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The ONE Hit Point World

Certainly you can't make this one change -- give everyone exactly one hit point -- without making other changes, because all kinds of things'll get knocked out of whack, but the point of the thought experiment is to see how things would change and how we might fix them.

Sure. As I said, I can see this being made to work. It would be nothing like D&D, either. I didn't make those suggestions because the OP stated: "Everything else about the game is unchanged."

I think many, many people would be happy to see the need for healers disappear -- but a healer who could bring you back from "mostly dead" would be a veritable miracle worker, worth quite a lot.

And if you make additional changes, that might make sense. But in a world where you only have one hit point, there is no 'mostly dead'. Effectively there is "dead in a matter of moments" or (depending on your edition) fully-healed in 5 minutes or one day. It's also a world where a foot from 10' is lethal 5 times out of 6 and a fall from 20' is always lethal all the time. Honestly, I'd expect the residents of a one hp world to either be Pierson's Puppeteer levels of crazy paranoid scared or be complete devil-may-care madmen, since the world is incredibly lethal all-day, every day.

Again, I'm not arguing that you couldn't make a one hit-point world work. I'm sure you could. I just don't think it would be anything resembling fun trying to make it work in the framework of D&D.
 

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D20 Warheart did something kinda similar to this; HP at first level equal to Con score, and then a maximum of +1 HP per level thereafter (for barbarians; most people get far fewer than 1/level). DR from armor was crucial, critical hits kill people dead, and a lot of things that add dice of damage like sneak attack and spells were re-scaled. Also, beyond 0 HP, they had a 'death table'; you might not be dead at -10, but you also might be very, very dead. Might be worth a look if you're considering seriously developing along this line.

My first thought on a strictly 1-HP world, though, was "OK, convert armor to DR, keep damage the same." It would be possible to use other scaling defenses to counter scaling offense. I was also kind of reminded of True20 by some of the discussion so far, where a lucky hit with a crossbow can down the toughest warrior alive, but on average he can probably take some hits (True20 was very death-spiral, though).
 

Sure. As I said, I can see this being made to work. It would be nothing like D&D, either. I didn't make those suggestions because the OP stated: "Everything else about the game is unchanged."
I think it would be quite a bit like low-level D&D, as P1NBACK already noted, which would change the nature of higher-level play considerably.

(And I guess you took unchanged bit far more literally than I did. I took it as a starting point for a thought experiment.)
And if you make additional changes, that might make sense. But in a world where you only have one hit point, there is no 'mostly dead'. Effectively there is "dead in a matter of moments" or (depending on your edition) fully-healed in 5 minutes or one day. It's also a world where a foot from 10' is lethal 5 times out of 6 and a fall from 20' is always lethal all the time. Honestly, I'd expect the residents of a one hp world to either be Pierson's Puppeteer levels of crazy paranoid scared or be complete devil-may-care madmen, since the world is incredibly lethal all-day, every day.
I was assuming that negative hit points still qualified as dying, maybe even culminating with mostly dead rather than dead, so healing would still play a role, and characters wouldn't necessarily die like flies; they would just end up out of commission for a while, like knights in an Arthurian tale or Porthos (was it?) in The Three Musketeers.

Similarly, I was assuming everyday life would work like real life, without everything causing lethal injuries just because the old system considered one hit point a minor injury.
 

Through the discussion and me thinking about it some more I found out what interests me the most about this thought experiment: It´s not how to get this work as a good and balanced game, e.g. by adding DR as armor, increasing everyone´s AC, although those would be good methods for that.

What really interests me though is how the game would play out in a sandboxy campaign if you strictly adhered to the one hp rule. Players - just assuming they would go along with this rule at all - would probably quickly adapt their play styles. Dungeon crawling is no longer feasible, as are other classical adventure tropes - far too suicidal to even try. The game could refocus to a play style that focuses on stealth encounters, social encounters or other. If an encounter does turn into a fight, it might be seen as a failure (whereas my players usually can´t wait for this point). Maybe laying ambushes would be the far more preferred method for solving conflicts in an aggressive way, if it has to come so far.

On a further note, what really interests me is how the setting of this game would look like. How many NPCs could feasibly exist that ever achieve third level, how many would be 7th? What is the most powerful spell known to common man?
 
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What really interests me though is how the game would play out in a sandboxy campaign if you strictly adhered to the one hp rule. Players - just assuming they would go along with this rule at all - would probably quickly adapt their play styles. Dungeon crawling is no longer feasible, as are other classical adventure tropes - far too suicidal to even try. The game could refocus to a play style that focuses on stealth encounters, social encounters or other. If an encounter does turn into a fight, it might be seen as a failure (whereas my players usually can´t wait for this point). Maybe laying ambushes would be the far more preferred method for solving conflicts in an aggressive way, if it has to come so far.
Let me reiterate a point I made earlier:
If any combat might kill you, then better fighters would no longer feel safe taking on lesser fighters. So "why not?" fights should dwindle. Instead, as in real life, "tough" might simply mean "willing to fight" and thus likely to win in a game of "chicken".​
If you only have one hit point, and you know the other guy only has one hit point, then simply being willing to risk combat is probably enough to seize the day.

The goblins should run long before they lose their one hit point.
On a further note, what really interests me is how the setting of this game would look like. How many NPCs could feasibly exist that ever achieve third level, how many would be 7th? What is the most powerful spell known to common man?
Low-level play wouldn't be especially different, but wizards with magic missile would be fearsome foes from the get-go.
 

I was assuming that negative hit points still qualified as dying, maybe even culminating with mostly dead rather than dead, so healing would still play a role, and characters wouldn't necessarily die like flies; they would just end up out of commission for a while, like knights in an Arthurian tale or Porthos (was it?) in The Three Musketeers.

Fair point. By that token, certain feats would become amazingly valuable. Anything that gives you bonus HP, temporary HP or makes you able to function while in the negative would make you into the equivalent of Conan. Generally I kind of ignore the distinction between dead and dying, because in a world of 1 hp people, the healer is just as vulnerable and likely to die as quickly as the injured. Since a dying character is basically just unconscious and bleeding out, any situation that resulted in that person going down is likely to lead to them being finished off.

I suppose if you think it still plays like normal D&D, that speaks to the difference in our campaigns. AFAICT, such a world would lead to every player having the potential to only get in one action in a combat. Since combat is such a substantial part of the game, I would find something that turns it into a lightning death round to dramatically alter it's feel. YMMV.

ISimilarly, I was assuming everyday life would work like real life, without everything causing lethal injuries just because the old system considered one hit point a minor injury.

Well again, I agree with that. But that requires rejiggering a lot of rules. Hit points are a part of the games economy...making sure everyone only has one before they are dying means that they are simultaneously far more valuable and equally valueless, which is interesting.

Assuming all other rules generally stay the same, we can draw some ideas here. First off, high CON characters become the norm for players. Specific feats and abilities change their relative attractiveness dramatically. In a world where everyone is a minion, there is a dramatic flattening of a many things. Sneak attack? Almost valueless. Healing? Barely useful. Barbarian rages? Pointless.

Heck, if monsters haven't changed, mankind will surely be wiped out. If monsters have been changed, then the entire world is made of glass. It transforms society on a radical level. You assume that everyone would become more cautious and timid...but honestly, I think the opposite would happen. People would view death as inevitable and life as nasty, brutish and short. Cure Disease, if you could find someone to cast the ritual, has a very likely chance of killing you outright. Poison will kill all but the luckiest or hardiest within three rounds, usually. A cold winter could be an extinction level event. Now, if you redefine what can do damage and what hit points are, then that will change how all these systems interact. But at that level, I'm not sure you gain much over a M&M style of damage system.

Could this be playable? Sure. I just don't view it as being that much fun for people who enjoy the style of D&D game that my players and I enjoy, which features a mix of combat, skill challenges, role-playing and good old fashioned dungeoneering. As a one-shot(*), maybe...as a long running game? No.

(*) - Sorry 'bout that. Someone else made that joke, anyways. Not my fault. ;)
 

Anything that gives you bonus HP, temporary HP or makes you able to function while in the negative would make you into the equivalent of Conan.
Certainly most players would feel "naked" with just one hit point, but additional hit points might or might not be as big a help as additional AC.

For instance, the jump from 1 hp to 2 doesn't double your effective toughness, if you're facing 1d8 damage; it moves your survivability from exactly one hit (1.0) to one and an eighth (1.125). You need a whole extra hit die to double your survivability, and there are decreasing returns to extra hit points beyond that -- although you are buying peace of mind.

If you already have a decent AC, an additional +1 might move you from taking five hits per 20 attacks to just four, increasing survivability by a factor of 1.2. If you already have a great AC, you could move from two to one, doubling survivability.
I suppose if you think it still plays like normal D&D, that speaks to the difference in our campaigns. AFAICT, such a world would lead to every player having the potential to only get in one action in a combat. Since combat is such a substantial part of the game, I would find something that turns it into a lightning death round to dramatically alter it's feel. YMMV.
I don't think the game would still play the same way; I think it would play like low-level old-school D&D, where you expected to die repeatedly, and you had to live by your wits to make it to second level -- only there'd be no respite at that point, because you wouldn't have two hit dice.
 

I don't think the game would still play the same way; I think it would play like low-level old-school D&D, where you expected to die repeatedly, and you had to live by your wits to make it to second level -- only there'd be no respite at that point, because you wouldn't have two hit dice.

Except that at 5th level, a wizard can kill everything without evasion in a 20-ft radius with fireball, and then take out any three targets with magic missile. Auto-kills. Just casting MM (or MM with metamagic), a 5th level wizard can kill 3 opponents a turn, no save, for six turns a day; a 5th level sorcerer cast 10 of them a day.
 

Well, obviously 1 HP isn't realistic. Its easy to find examples of wounds so minor they don't incapacite (papercuts, cat scratches).

Its also easy to find examples of wounds that impede, but do not prevent me from working or fighting. I have worked after putting a hay-hook into my ankle. I have worked after pinching a nerve in my hip (that really hurt, btw).

The currrent Iraq war is an example where more soliders are surviving injuries that would have killed them in WWII. Namely because of better protection and medical treatment. So older wars were likely to be pretty binary. If you got hurt, you were probably going to die.

Though a case could be made, the soldiers still flip to incapacitated at the same rate, it's simply a matter of getting them off the field often means they don't have to actually die anymore.

Now, in a D&D game where everybody only has 1HP, a very direct change is going to be defensive precautions. More need for magic defenses. Getting your AC higher means you are less likely to die.

If the game suddenly flipped to that state, expect players to AC up. The only value magic weapons will have is to get over increasing ACs, rather than also doing more damage.

Spells that ignore AC and do damage even if saved against are also valuable.

Obviously, healing won't be too popular.
 


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