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<blockquote data-quote="Dausuul" data-source="post: 4010962" data-attributes="member: 58197"><p>Hit points representing something other than raw toughness breaks down when you apply it to environmental hazards. Set aside for now the falling issue; how about being plunged into acid that inflicts 10d6 damage a round? Defensive skills will not let you dodge the acid. Luck will not make it stop eating into your skin. Morale will not keep the flesh on your bones. The only way you're going to survive longer than the next guy is if you can take more punishment.</p><p></p><p>Now, perhaps there is a spiritual component to this. Maybe your fighting spirit and will to survive are so great that you can keep on clawing your way out of that acid-pit when you're little more than a blackened skeleton; and the warlord's "healing" abilities are boosting your fighting spirit, enabling you to do stuff like that. That's cool. I can work with that. But you're still a blackened skeleton.</p><p></p><p>But beyond that, I don't understand why hit points have to represent so many things. We already have rules for defensive skills--namely, AC and Reflex saves. We already have rules for luck--namely, special abilities that allow rerolls. What's wrong with hit points representing how your character is Just That Tough?</p><p></p><p></p><p></p><p>Nitpick: Near vacuum would not inflict cold damage. You lose heat in space very slowly, because there's nothing to conduct heat away from you. The only way for it to leave your body is through radiation.</p><p></p><p></p><p></p><p>And this is supposed to tell us what exactly? D&D has always fudged and handwaved around hit points.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4010962, member: 58197"] Hit points representing something other than raw toughness breaks down when you apply it to environmental hazards. Set aside for now the falling issue; how about being plunged into acid that inflicts 10d6 damage a round? Defensive skills will not let you dodge the acid. Luck will not make it stop eating into your skin. Morale will not keep the flesh on your bones. The only way you're going to survive longer than the next guy is if you can take more punishment. Now, perhaps there is a spiritual component to this. Maybe your fighting spirit and will to survive are so great that you can keep on clawing your way out of that acid-pit when you're little more than a blackened skeleton; and the warlord's "healing" abilities are boosting your fighting spirit, enabling you to do stuff like that. That's cool. I can work with that. But you're still a blackened skeleton. But beyond that, I don't understand why hit points have to represent so many things. We already have rules for defensive skills--namely, AC and Reflex saves. We already have rules for luck--namely, special abilities that allow rerolls. What's wrong with hit points representing how your character is Just That Tough? Nitpick: Near vacuum would not inflict cold damage. You lose heat in space very slowly, because there's nothing to conduct heat away from you. The only way for it to leave your body is through radiation. And this is supposed to tell us what exactly? D&D has always fudged and handwaved around hit points. [/QUOTE]
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