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[5E] Urban Intrigue Campaign - Gating the Sandbox
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<blockquote data-quote="Yaarel" data-source="post: 7623076" data-attributes="member: 58172"><p>I am in the D&D camp that views hit points as both physical and nonphysical (stamina, alertness, skill, luck, etcetera). So, for me, </p><p></p><p><strong>ALL DAMAGE IS SUBDUAL DAMAGE</strong></p><p></p><p>until the magical number of ‘zero’. </p><p></p><p>Zero is when the serious contact happens. Zero is when a lethal blow actually lands. Anything else is just fencing.</p><p></p><p>So, instead of a blade thru the heart − at zero − the attacker can instead land a punch in jaw to knock the opponent out − or whatever. Zero is when the opponent loses control, and the attacker has total control.</p><p></p><p>In this context, there are no mechanical conditions or consequences until reaching zero, and therefore no actual injuries, until reaching zero.</p><p></p><p>Especially in this traditional understanding of hit points (as articulated by Gygax), the more recent tradition of the ‘bloodied condition’ is useful. Bloodied is a kind of landmark, that separates the boundary from strictly nonphysical hit point loss, to semi-physical hit point loss requiring bandages and the medieval equivalent of sunglasses to hide a black eye.</p><p></p><p>In any case, using the zero as the moment of life-or-death, and of total loss of control, is excellent for an urban setting.</p><p></p><p></p><p></p><p>Because zero is the magic number, 5e already works excellently for urban campaigns and nonlethal combat. Making use of the bloodied condition is just an additional excellency.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7623076, member: 58172"] I am in the D&D camp that views hit points as both physical and nonphysical (stamina, alertness, skill, luck, etcetera). So, for me, [B]ALL DAMAGE IS SUBDUAL DAMAGE[/B] until the magical number of ‘zero’. Zero is when the serious contact happens. Zero is when a lethal blow actually lands. Anything else is just fencing. So, instead of a blade thru the heart − at zero − the attacker can instead land a punch in jaw to knock the opponent out − or whatever. Zero is when the opponent loses control, and the attacker has total control. In this context, there are no mechanical conditions or consequences until reaching zero, and therefore no actual injuries, until reaching zero. Especially in this traditional understanding of hit points (as articulated by Gygax), the more recent tradition of the ‘bloodied condition’ is useful. Bloodied is a kind of landmark, that separates the boundary from strictly nonphysical hit point loss, to semi-physical hit point loss requiring bandages and the medieval equivalent of sunglasses to hide a black eye. In any case, using the zero as the moment of life-or-death, and of total loss of control, is excellent for an urban setting. Because zero is the magic number, 5e already works excellently for urban campaigns and nonlethal combat. Making use of the bloodied condition is just an additional excellency. [/QUOTE]
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[5E] Urban Intrigue Campaign - Gating the Sandbox
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