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<blockquote data-quote="kennew142" data-source="post: 4012310" data-attributes="member: 18490"><p>The problem with the subject of hit points is that D&D has always been inconsistent in how the rules deal with damage. Officially, hit points have always been an abstraction. This definition works fine with regard to combat, but falls apart when dealing with some other issues, especially falling damage.</p><p></p><p>Folks who want to change hp to being purely a function of physical toughness point to these outlaying examples and they can make a case. I'm personally unconvinced, but the argument flows from sound examples in the rules.</p><p></p><p>I have no problem with the falling damage as is. In the real world, we have many examples of people surviving falls from great heights. In my mind, these examples argue against hp = toughness.</p><p></p><p>The best argument I've heard in this thread to cover the examples of poison, was that hit points act as a divisor to the real damage done. A character with 200 hp takes 1/10 as much real damage from any effect than a character with 20 hit points. In this case, an attack with a rider (such as poison) still does damage to a high hp character, it juest does less - just enough in fact for the poison to get into the bloodstream.</p><p></p><p>I don't have a problem with players who want to play with a house rule that hp = toughness. But I would have a problem with changing a system that has worked for years (even if it has a few problems) just to satisfy the house rules some people use.</p><p></p><p>As for healing in 4e, I am hopeful that spells will heal a percentage of the character's hp. We know from an earlier article that the heal skill works this way, as does second wind.</p><p></p><p>In the new edition it seems likely that high level characters will heal more from the same effects than lower level characters.</p><p></p><p>There are many hp/damage mechanics other than D&D's abstract hp system.</p><p></p><p>1) Wound/Vitality (old Star Wars/D20 Traveller)</p><p>2) armor as DR; hp do not increase based on level (RQ, GURPS)</p><p>3) toughness save vs damage (True 20)</p><p></p><p>These are just three examples. I have played all of the games listed above. I even ran demos for one of them at conventions for years. I was never so glad to come back to D&D's abstract hp system. It may not be the best from a simulationist perspective. But I find it to be much more fun from a narrativist/gamist perspective.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4012310, member: 18490"] The problem with the subject of hit points is that D&D has always been inconsistent in how the rules deal with damage. Officially, hit points have always been an abstraction. This definition works fine with regard to combat, but falls apart when dealing with some other issues, especially falling damage. Folks who want to change hp to being purely a function of physical toughness point to these outlaying examples and they can make a case. I'm personally unconvinced, but the argument flows from sound examples in the rules. I have no problem with the falling damage as is. In the real world, we have many examples of people surviving falls from great heights. In my mind, these examples argue against hp = toughness. The best argument I've heard in this thread to cover the examples of poison, was that hit points act as a divisor to the real damage done. A character with 200 hp takes 1/10 as much real damage from any effect than a character with 20 hit points. In this case, an attack with a rider (such as poison) still does damage to a high hp character, it juest does less - just enough in fact for the poison to get into the bloodstream. I don't have a problem with players who want to play with a house rule that hp = toughness. But I would have a problem with changing a system that has worked for years (even if it has a few problems) just to satisfy the house rules some people use. As for healing in 4e, I am hopeful that spells will heal a percentage of the character's hp. We know from an earlier article that the heal skill works this way, as does second wind. In the new edition it seems likely that high level characters will heal more from the same effects than lower level characters. There are many hp/damage mechanics other than D&D's abstract hp system. 1) Wound/Vitality (old Star Wars/D20 Traveller) 2) armor as DR; hp do not increase based on level (RQ, GURPS) 3) toughness save vs damage (True 20) These are just three examples. I have played all of the games listed above. I even ran demos for one of them at conventions for years. I was never so glad to come back to D&D's abstract hp system. It may not be the best from a simulationist perspective. But I find it to be much more fun from a narrativist/gamist perspective. [/QUOTE]
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