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General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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<blockquote data-quote="theliel" data-source="post: 6325393" data-attributes="member: 6711006"><p>What, exactly, is 1E style HP? It's not Meat Points, Gygax makes that abundantly clear in his writing of what HP are - and they are <strong>not</strong> meat points. IIRC the exact quote comes down to "A higher level character now has as many HP as a griffon but obviously cannot sustain the same wounds as a horse sized monster." and goes on to talk about HP being a combination of luck, divine favor and eventually raw grit. When you run out you sustain a 'fatal wound' but not until then. </p><p></p><p>Is it 1hp/day unless you have a heal bot or potions? And that's your entire playstyle? I gotta say..that's not very specific. Doesn't tell me what you are doing with the game, how you are playing or allow me to think about rules that you might like other than "NO HEALING FOR YOU!" </p><p></p><p>When I think of the AD&D 'feel' I think "Resource Management/Logistics" game. HP recovery is limited just like weight and time and the object of the game is to get as many 'things of value' (for any given defanition of Value) for the least resource cost (HP/Time/Spells/Lives/Etc.) AD&D and Basic are games of leverage, plotting and hope along with bad dice rolls and dungeons that might contain dragons. Retainers, reaction rolls, morale. Fighting smarter not harder because fighting harder is a suckers game. But that's not because of the low healing rate - it's an emergent property of the entire rules set. Based on that description people can suggest rules tweaks and outright new modules to bolt on to 5E that I may or may not enjoy and if I do not like them I can articulate clear goals to tell them <strong>why</strong> they don't work <em>for me.</em> </p><p></p><p>What is your AD&D playstyle? Is it simply 'no one can heal but the cleric'? Because that's....oddly specific and doesn't help anyone determine what you want form the game.</p></blockquote><p></p>
[QUOTE="theliel, post: 6325393, member: 6711006"] What, exactly, is 1E style HP? It's not Meat Points, Gygax makes that abundantly clear in his writing of what HP are - and they are [B]not[/B] meat points. IIRC the exact quote comes down to "A higher level character now has as many HP as a griffon but obviously cannot sustain the same wounds as a horse sized monster." and goes on to talk about HP being a combination of luck, divine favor and eventually raw grit. When you run out you sustain a 'fatal wound' but not until then. Is it 1hp/day unless you have a heal bot or potions? And that's your entire playstyle? I gotta say..that's not very specific. Doesn't tell me what you are doing with the game, how you are playing or allow me to think about rules that you might like other than "NO HEALING FOR YOU!" When I think of the AD&D 'feel' I think "Resource Management/Logistics" game. HP recovery is limited just like weight and time and the object of the game is to get as many 'things of value' (for any given defanition of Value) for the least resource cost (HP/Time/Spells/Lives/Etc.) AD&D and Basic are games of leverage, plotting and hope along with bad dice rolls and dungeons that might contain dragons. Retainers, reaction rolls, morale. Fighting smarter not harder because fighting harder is a suckers game. But that's not because of the low healing rate - it's an emergent property of the entire rules set. Based on that description people can suggest rules tweaks and outright new modules to bolt on to 5E that I may or may not enjoy and if I do not like them I can articulate clear goals to tell them [B]why[/B] they don't work [I]for me.[/I] What is your AD&D playstyle? Is it simply 'no one can heal but the cleric'? Because that's....oddly specific and doesn't help anyone determine what you want form the game. [/QUOTE]
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