My HP Fix

P.S. I would really be surprised if 9/10 of the people on this board have not at least heard of the Twilight RPG, even if they haven't played it.
I must be part of the 1/10 then, as I'd no idea Twilight had an RPG...though I suppose it comes as no real surprise to learn it does.

That said, my question from upthread remains yet unanswered: how do Twilight's hp mechanics work and what of use can they offer us here?

Lanefan
 

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Part of the virtue of this is that whenever someone says, "Well, then it HAS to have quality X!" about this system, they're probably wrong.
At least in my case - that you quote - I wasn't talking about your system. I was replying to Crazy Jerome's suggestion that ability damage would make for a good wound system because it is not just another pool of points - and he agreed with me!

For a lot of people, all the "gritty realism" they want or need is that you fall unconscious at 0 hp from an actual wound. For others, they're OK with you just running out of luck and dying from sucking too hard.
Are you serious?

I assume you've heard the phrase "His luck finally ran out". Do you interpret this as meaning that the man in question died from a luck deficiency? It's not in dispute that swords kill people. There is next to no disagreement between anyone that 0 hp means a potentially serious wound (the fortune-in-the-middle aspect of 4e healing is othogonal here - other editions have fortune-in-the-middle aspects too, like self-stabilisation and recovery in 3E, the odds are just lower). The disagreement is over what is happening in the fiction when a PC loses hp but does not drop to 0 or below.

My OP is kind of a roundabout way of weeding "fate" out of the assumption of Hit Points, and allowing it to be an add-on to the central purpose of hit points: to tell you when are dying.
This doesn't make sense to me either. I run 4e, assuming fate/metagame/divine favour hp. What do you think my group envisages is happening in combat? Swords are beings swung, glancing blows struck, and occasionally - such as when the wizard was killed by the angel of battle's blades of vengeance - moral wounds are suffered.

The fate interpretation of hp is not an add on to hp as a measure of being dead or alive. It's an interpretation of what is happening in the fiction when hit points are being whittled away but have not yet dropped to zero. That is what the differences in hit point interpretation are about.

I don't know what you mean by "in the fiction."
I mean "in the gameworld, that fictional sequence of events that the players of the game are jointly imagining". In the fiction, what is the difference - on your model - between losing fate, and losing hp but not being dropped to zero? Are hands being lopped off? Arteries severed? Minor grazes suffered?

The fiction at the table is just what the DM describes, and this, like the 5e HP notation, gives the DM guidance on how to describe various injuries. Took an arrow to the knee? It's HP damage unless fate intervenes, in which case, it's not.
So why do we need a hp/fate point split to do this. You can do this with hit points, in B/X, AD&D, 3E, 4e etc.

I mean, you're assuming people are happy to say that an arrow to the knee doesn't impede your physical mobility. So what is your objection if some groups also want to say that an inspriration speech from one's noble leader can actually let someone push on despite the tearing of soft tissue in the knee?

It's an important distinction since, as you can plainly see, people have different ways that they conceive of this event.
In the absence of any tight fit between mechanic and narration, why do we need two pools of points. Or, to put it another way, how do you envisage someone narrating fate points lost to a hit from an arrow?

Inspiration heals Fate. Fate lets you fight on longer, since you can substitute it for HP and it comes back faster.
But healing hp lets you fight on longer too. So why not just have the warlord heal hp?

Dude, they can deal HP damage.

That's the distinction between It's Magic And Thus Deadly and It's Just a Word And Thus Not. You can do either one. You can do both at once, even. The system don't care. The systems like, "You want your metaphors to be absurdly physical. Mokay, boss, here's how."
But then why bother with the two pools. No one (or almost no one) who like "hit points as meat" is going to use bardic psychic damage to fate. [MENTION=11300]Herremann the Wise[/MENTION] wants very liberal "fate" points, but his wound pool is going to behave like a traditional W/V system, not like your approach.

Dude, this is a design you can manifest in a hundred different ways.

My fave? Aragorn has regen.
Like a troll? Or does he just regen fate points? And if he only regens fate points, then how does he recover from unconsciousness?

Another? Aaragorn has a "Tenacious Destiny" ability that lets him fight on as long as he has Fate left, regardless of his HP.
But then why does he swoon at all?

You might also rule that Arwen being a magical mystical elfy maiden lady has a magical mystical elfy ability that magically mystically elfily gives him HP back.
Which means it's no longer a romance, but instead a procedural. I know this is sort-of the default D&D route, but at least since Dragonlance many people have been playing the game in a different way, and I don't see why the core mechanics need to be changed to push that alternative approach into the margins.

This has gone from One Vision of Hit Points That All Must Share to a meat dial
I don't understand why you think that I (and CJ and others) are opposed to hp dials. Some of us - me, CJ, Hussar, at least - have been posting on these hp threads over the past weeks and months expressly advocating that hp needs to be flexible and able to sustain multiple approaches.

If you're for a broad church on hit points - which you profess to be - I don't understand why you would insist that the fate interpretation is not a legitimate interpretation of the core rules. Why does the core mechanic have to express a definitive view at all? Why can't it say, for example, that different groups have different interpetations of what, in the fiction, is represented by hit point loss that doesn't reduce total hit points to zero (flesh wounds, dodging, fatigue, calling on skill, calling on luck/divine favour, etc)?

My personal concern is simply to contend that inspirational healing and psychic damage are parts of the D&D tradition (ie 4e counts too) and that it is not an automatic disqualifier of a hp and healing system that it makes room for them. The most inclusive core mechanic is traditional D&D hp in a single pool - after all, that is what all these different interpretations have been using for years. Warlord healing and bardic psycic damage should be associated with those classes/monsters, which groups can then use in their game or not as they see fit (I don't use flumphs, nor bulettes, nor rust monsters, but it doesn't offend me that they're there in the MMs for others to use).

The only place where the mechanics have to take a view that doesn't admit of flexible and varied interpretations is in relation to healing. And this clearly needs to be modular. I think nearly everyone agrees that healing should be proportional to total hp (ie that it's weird the Cure Light Wounds sometimes cures mortal wounds and sometimes barely heals a scratch). Beyond that point of uniformity, my own approach would be to have a natural healing rule that allows recovery of "healing values" at whatever rate the group sets (with some discussion of pacing implications of such a choice). 4e short and extended rests then become a complex variation on this - you can recover at a quick pace for a while, then have to slow down a bit.

TL;DR - there is nothing inclusive about a default interpretation of hp that excludes a fairly common reading of them for no mechanical benefit to anyone.
 

You really don't sounds like a smiling kitten here, and I am not quite sure what The Big Deal is.

The proposal does not take away your inspirational healing or your emotional suffering damage. It merely identifies what they affect more clearly.

The proposal does not remove your girly-kiss get-up-and-fight, it just means that HP Healing isn't how that works (though it can recover Fate).

The proposal does not remove your shouty-powers, it just means that HP Healing isn't how that works (though it can recover Fate).

The proposal identifies the reality that all HP is always at least a very little itty bitty bit, some meat. Since you can die of loosing it, and being sad or insulted is not fatal and being smooched or screamed at is not life-saving. 5e acknowledges this already in a few places (the HP description, the effects of being unconscious), but not in others (a daily rest restoring everything).

There are virtues to fate that are worth keeping (like how it affects pacing and the potential for different axis of effect it opens up), so the proposal allows them to be used.

There are problems with fate (in that some people reject it entirely), so the proposal allows people to get away with not bothering with it.

About the only things I can see in your post that resemble Legit Beefs are (1) that you don't quite grok the narrative, and (2) that this proposal means you can't shout someone back from the dead anymore, since shouts don't heal HP.

So: (1) You narrate Fate like you currently narrate the loss of HP that is not injurious: a sprain, a twist, a near-miss, a graze, an off-balancing, a knick, a trip. You narrate HP loss like you narrate any actual physicality: A cut, a slice, a puncture, a crack, a smack, or a break. Your character ignores the effects of those and recovers quickly from those because he is a heroic fantasy badass who has staring contests with basilisks for the chance to abscond with some poor sap's old jewelry. And if that's not the style you like, you lower HP until you're happy with the narration of wounds vs. fate. Or add a wound system if you'd like. Whatever works for you.

(2) There are literally countless ways to embody that narrative in the mehcanics. I gave you three in the previous post, and we could keep going 'round and 'round until we landed on one that was acceptable to your personal terms, or we could just accept that HP Healing isn't necessary to achieve that effect and move on confident that there's other ways to embody that narrative in the mehcanics.

pemerton said:
there is nothing inclusive about a default interpretation of hp that excludes a fairly common reading of them for no mechanical benefit to anyone.

It's not an exclusion. It's a re-naming for clarity. Since HP must be a little bit meat, might as well make up another term for stuff that is not at all meat.

Chill out, enjoy your burrito, and get back to me with any high points I've missed, along with all that praise for my remarkable genius you're conspicuously hiding. It's not good to keep stuff bottled up like that, [MENTION=42582]pemerton[/MENTION]. Gives ya gas. :eek:
 

You really don't sounds like a smiling kitten here, and I am not quite sure what The Big Deal is.

<snip>

Chill out, enjoy your burrito, and get back to me with any high points I've missed, along with all that praise for my remarkable genius you're conspicuously hiding
On another hit point thread you posted this a day or so ago:

That's a big problem with your point right there: you think you know what other people need better than they do.

I submit that you are sorely mistaken. That people who have been having fun using HP as mostly-wounds were actually having fun like that. Legitimately. Maybe even without your permission.
The premise of your OP, as clarifed by your subsequent posts, appears to be that people who use hit points as per the Gygaxian/4e version are doing it wrong, or would be better off doing it via a different mechanic

That mechanic introduces mechanical complications (two pools to track, two recovery mechanics) and narrative limitations (inspiration can't restore a swooned PC - or, as you put it, "shout someone back from the dead") that at least some of those people are not interested in.

So why are you surprised that at least one such person doesn't like your proposal?
 
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pemerton said:
The premise of your OP, as clarifed by your subsequent posts, appears to be that people who use hit points as per the Gygaxian/4e version are doing it wrong,

Nah, that's not the premise. No one is doing anything wrong in D&D ever, probably, as long as they are having fun.

The premise is that it is a problem when you conflate Fate with Meat if you have Fate-based recovery methods, since HP must be at least a little bit Meat. It's not fun for some folks when meat is healed by inspiration, since healing before 4e never needed to be anything other than meat-healing. And that dividing those two things out with HP on the bottom, where the meat is required, is a fix for that.

Why are you surprised that at least one of such person doesn't like your proposal?

Because nothing in the proposal invalidates any of the things that such people appear to value.
 

Because nothing in the proposal invalidates any of the things that such people appear to value.
Except that, as I edited in with reference to your earlier post, you can't "shout people back from the dead" - or, to paraphrase, you can't have 0 hp correspond to a range of possibilities from swooning to death depending on both the cause and the subsequent mechanical resolution of the 0 hp state.
 

There are good systems that separate fate from morale from meat.

Burning Wheel is one. In BW, morale is Steel, and wounds provoke a Steel check to avoid running or swooning. The Command skill can be used to reduce such hesitation (so in BW you can "shout someone back from unconsciousness). There is also a "shrug it off" mechanic, and there is no reason that I can see why Command couldn't be used to help shrug it off.

But one consequence of BW is more complexity, and more mechanical states - you can be unconscious from morale failure but unwounded, for example (because wounds are not the only thing that can cause a Steel check).

And BW also has active defence. The logic of melee combat in BW is not that you will get hit and soak it (as per hit points) but that if you get hit, you'll drop one way or another.

D&D, on the other hand, takes for granted that combat will see bucketloads of hit point attrition, and that it will do duty for everything from getting burned by dragon breath to (near-)dodging the thrust of a kobold's spear. Within that mechanical framework, introducing two pools is almost inevitably going to change the dynamics of play, and the assumed underlying fiction, for someone.

So why bother? Who is clamouring for it.

If the real issue is warlord healing and the rest mechanics, modularise them. Don't tinker with the only bit of the mechanics that is actually working and generally accepted.
 

If the real issue is warlord healing and the rest mechanics, modularise them.
Better yet, remove warlord healing entirely, and put resting on a dial.
Don't tinker with the only bit of the mechanics that is actually working and generally accepted.
But is it, though; and is it?

How many others here have tinkered with h.p. at least to some extent in their edition(s) of choice - either in what they are, how they are gained, how they are lost, or how they are recovered? And yes, dear reader, this probably means you too.

This does not mean h.p. are a bad mechanic - not at all. But it does mean many of us have found many slightly different ways of handling them; which means that while the mechanic works at a basic level, it doesn't fully work for everyone and is thus not entirely accepted.

That said, I'll bang the drum once more for a Body-Fatigue system, it's not that muchmore complicated and it solves so many narration problems. (but I still won't use healing-by-shout) :)

Lanefan
 

That said, I'll bang the drum once more for a Body-Fatigue system, it's not that muchmore complicated and it solves so many narration problems.

Have you designed/incorporated such a mechanic within your DnD games? And if yes, could you please elaborate a little about it?

Okay, nvm Ive gone back and read through this thread - saw it. Serves me right for starting at the ass end of threads.:o
 
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Burning Wheel has an advancement mechanic that makes it advantageous to be wounded - because rolling with fewer dice makes any given challenge harder, and hence (everything else being equal) more likely to contribute to advancement. Of course wounded PCs will fail those checks, but BW is premised on the assumption that failed checks thwart the PC but not the player.

Okay this sounds quite interesting. In a completely rough example using DnD as the game system, is it similar to granting a character XP when being challenged within a death spiral? So almost treating the death spiral like an "Encounter" like an environmental hazard. Because that actually sounds like quite a neat idea - lending to the growth of the character through tough circumstances (if I'm interpreting you right).

If D&D is going to introduce a death spiral, it needs to be in a way that makes sense within the play of the game (not just the fiction). @Crazy Jerome had a good idea in a recent post where taking wounds could be linked to accruing fate points, which could then be used (now or later) for bonuses/benefits that otherwise are hard to unlock. Thus giving players an incentive to throw their PCs into harm's way, and helping to generate the fiction that most people seem to want of (moderately) wounded heroes pushing on through their injuries because the stakes are just too high to back down!

Isn't this very much done on a simpler scale with the "bloodied" state within 4E? Benefits accruing to certain classes/races when the bloodied state kicks in.
 

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