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Abstract HP
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<blockquote data-quote="Kahuna Burger" data-source="post: 4012590" data-attributes="member: 8439"><p>Luckily, I don't have to house rule anything to make hp = toughness, because hp = abstract isn't a rule, it's just flavor text. Absolutely nothing in the rules has to be changed to play hp as toughness, in fact it would be exactly the way most people in my expereince play. You just say that you got hit when you get hit, say that it did injury when it overcomes damage reduction*, etc. Folks who don't like high level characters being that tough may then need houserules, but I don't need any to use hp as a measure of how much physical punishment a character can take and say that some physical damage is done every time hp loss occurs**.</p><p></p><p>*How on earth would you let the characters know a creature has damage reduction if you are actually using the abstract definition? "You swing at the monster, it dodges but is knocked off balance... but isn't actually off balance from it... but when it dodges Bob's silver mace it is REALLY off balance that time." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>**This may be a compromise position similar to the "divide by 10" rule above, in that I'm OK with saying that some portion of each hit might be explained away, but the mechanics just don't work for me (nor does the narrative, personally***) without a hit that does damage actually being a hit that does physical injury at some level.</p><p></p><p>***If I can, I like to describe how a miss misses and how a hit hits. Dodging aside is a description of when the attack misses both regular and touch AC, deflected by shield/armor is when it would have hit your touch AC but is, in fact, stopped from being a hit by shield or armor contribution to AC, and so on.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 4012590, member: 8439"] Luckily, I don't have to house rule anything to make hp = toughness, because hp = abstract isn't a rule, it's just flavor text. Absolutely nothing in the rules has to be changed to play hp as toughness, in fact it would be exactly the way most people in my expereince play. You just say that you got hit when you get hit, say that it did injury when it overcomes damage reduction*, etc. Folks who don't like high level characters being that tough may then need houserules, but I don't need any to use hp as a measure of how much physical punishment a character can take and say that some physical damage is done every time hp loss occurs**. *How on earth would you let the characters know a creature has damage reduction if you are actually using the abstract definition? "You swing at the monster, it dodges but is knocked off balance... but isn't actually off balance from it... but when it dodges Bob's silver mace it is REALLY off balance that time." :confused: **This may be a compromise position similar to the "divide by 10" rule above, in that I'm OK with saying that some portion of each hit might be explained away, but the mechanics just don't work for me (nor does the narrative, personally***) without a hit that does damage actually being a hit that does physical injury at some level. ***If I can, I like to describe how a miss misses and how a hit hits. Dodging aside is a description of when the attack misses both regular and touch AC, deflected by shield/armor is when it would have hit your touch AC but is, in fact, stopped from being a hit by shield or armor contribution to AC, and so on. [/QUOTE]
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