Hey everyone, long time lurker who figured I'd throw my 2 copper towards the ongoing hit point debate going on in http://www.enworld.org/forum/new-ho.../324405-heat-battle-hit-point-loss-wound.html
As someone who narrates some hp loss, but not all, as physical damage, both sides have very valid points and concerns. The problem as I see it is that hit points are trying to fit too broad a role. They represent physical damage, but they also represent a character's skill/luck/morale/whatever else, and the discrepancy people have is the ratio of this representation.
An easy solution, as I see it, would be to simply divide a character's hp into two pools: Hit Points, which would now only represent physical harm, and another set of points that are the abstract measure of well-being, let's call it Fatigue as I can't think of a better term at the moment.
The advantages of this system would be pretty robust with the proper design behind it; Fatigue would replenish itself with rests and provide a dash of 4e-style longevity to a character without straining immersion too much. It also allows the warlord archetype to remain a flavorful choice without stepping on too many toes. You aren't “shouting wounds closed” with mundane healing (I understand that was never how it was intended but I've seen numerous people list that as their problem with the class in 4e), while still allowing your allies to be inspired and press on more than they would without you. Fatigue would also encourage skillful tactics and preparation- you're always going to take some damage in a fight, but if you do it smartly the impacts after the battle would be minimal and allow you to keep pressing forward.
Hit Points would remain fairly unchanged aside from their new role as purely physical damage. I feel a wound point system, while mechanically a good idea worth exploring in other systems, would run counter to D&DN's stated goal of a return to D&D's essence. Add in an optional rule that characters start taking hits to their performance when they reach the equivalent of Bloodied and I feel a lot of people would be pleased. Have HP only restored by magic, exceptional care, or time.
This system would give the developers a good deal of design space to play around with. Have some effects (such as the wyvern-poison example) effect HP regardless of Fatigue, while effects like fear spells and other mental attacks would primarily hit Fatigue. I'm sure the professionals could come up with even more interesting interplay between the two sets; some maneuvers available to a rogue-like character gaining different effects based of the target's fatigue for example. The ratio doesn't have to be consistent either; you can still keep the feel of “meaty” targets such as an ogre by giving them a good deal of HP but little fatigue, and this could even extend to players.
It would need some work and iteration to make it a polished system, but I feel the potential is there. Your thoughts?
As someone who narrates some hp loss, but not all, as physical damage, both sides have very valid points and concerns. The problem as I see it is that hit points are trying to fit too broad a role. They represent physical damage, but they also represent a character's skill/luck/morale/whatever else, and the discrepancy people have is the ratio of this representation.
An easy solution, as I see it, would be to simply divide a character's hp into two pools: Hit Points, which would now only represent physical harm, and another set of points that are the abstract measure of well-being, let's call it Fatigue as I can't think of a better term at the moment.
The advantages of this system would be pretty robust with the proper design behind it; Fatigue would replenish itself with rests and provide a dash of 4e-style longevity to a character without straining immersion too much. It also allows the warlord archetype to remain a flavorful choice without stepping on too many toes. You aren't “shouting wounds closed” with mundane healing (I understand that was never how it was intended but I've seen numerous people list that as their problem with the class in 4e), while still allowing your allies to be inspired and press on more than they would without you. Fatigue would also encourage skillful tactics and preparation- you're always going to take some damage in a fight, but if you do it smartly the impacts after the battle would be minimal and allow you to keep pressing forward.
Hit Points would remain fairly unchanged aside from their new role as purely physical damage. I feel a wound point system, while mechanically a good idea worth exploring in other systems, would run counter to D&DN's stated goal of a return to D&D's essence. Add in an optional rule that characters start taking hits to their performance when they reach the equivalent of Bloodied and I feel a lot of people would be pleased. Have HP only restored by magic, exceptional care, or time.
This system would give the developers a good deal of design space to play around with. Have some effects (such as the wyvern-poison example) effect HP regardless of Fatigue, while effects like fear spells and other mental attacks would primarily hit Fatigue. I'm sure the professionals could come up with even more interesting interplay between the two sets; some maneuvers available to a rogue-like character gaining different effects based of the target's fatigue for example. The ratio doesn't have to be consistent either; you can still keep the feel of “meaty” targets such as an ogre by giving them a good deal of HP but little fatigue, and this could even extend to players.
It would need some work and iteration to make it a polished system, but I feel the potential is there. Your thoughts?