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General Tabletop Discussion
*Dungeons & Dragons
Additive versus subtractive modularity
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<blockquote data-quote="Emerikol" data-source="post: 6325459" data-attributes="member: 6698278"><p>The playstyle would be those that include the proportional hit point definition. Every hit is a hit and does some meat damage even if it's a fraction of a hit point. The rest is the characters ability to mitigate the greater damage that was possible. At 1st level he couldn't keep that 20 hit point attack from killing him but at 20th level it's not a problem. Still did some damage though.</p><p></p><p>I believe enough people, very large is probably appropriate, feel like I do about hit points. I'm not saying it's the majority though. Well enough to allow for an option. I think the devs have gotten those wanting slow recovery for gritty reasons with those not wanting non-magical healing on principle. I mean there is overlap of course but not in all cases. I know people who basically have wands of cure light wounds and heal up after every single battle let along every single night. They don't want martial healing either though. The reason is how it forces them to see hit points. They don't see them in a way that allows for martial healing. For the sake of avoiding a long argument, I'd just say take it on faith they feel that way and aren't going to change their view.</p><p></p><p></p><p>Here is a thought experiment.</p><p>1. Assume you get exactly the number of hit points you get at 1st level multiplied by 10. </p><p>2. Enemies get all of their damage multiplied by 10.</p><p></p><p>So at first level essentially nothing has changed. Now as we level up add this rule.</p><p>3. Divide all incoming damage by your level.</p><p></p><p>So if a ogre normally does 2d8 then he now does 2d8 * 10 / level. Your hit points would then never change. At that point your hit points would be viewed as 100% meat. All of the extra hit points would be removed and become part of that dividing factor that mitigates incoming damage.</p><p></p><p>So if you do take an injury, it of course requires real medical healing because the hit points are all meat. You multiply the healing spell outcome by 10 as well. </p><p></p><p>The above system models hit points in the same way that the hit point systems of D&D did in the past (except for the nod to proportional healing there at the end which is my own innovation). The system is different but the modeled results are the same. I believe it's easier to use the existing hit point system and interpret it proportionally than to use the divide by level system.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6325459, member: 6698278"] The playstyle would be those that include the proportional hit point definition. Every hit is a hit and does some meat damage even if it's a fraction of a hit point. The rest is the characters ability to mitigate the greater damage that was possible. At 1st level he couldn't keep that 20 hit point attack from killing him but at 20th level it's not a problem. Still did some damage though. I believe enough people, very large is probably appropriate, feel like I do about hit points. I'm not saying it's the majority though. Well enough to allow for an option. I think the devs have gotten those wanting slow recovery for gritty reasons with those not wanting non-magical healing on principle. I mean there is overlap of course but not in all cases. I know people who basically have wands of cure light wounds and heal up after every single battle let along every single night. They don't want martial healing either though. The reason is how it forces them to see hit points. They don't see them in a way that allows for martial healing. For the sake of avoiding a long argument, I'd just say take it on faith they feel that way and aren't going to change their view. Here is a thought experiment. 1. Assume you get exactly the number of hit points you get at 1st level multiplied by 10. 2. Enemies get all of their damage multiplied by 10. So at first level essentially nothing has changed. Now as we level up add this rule. 3. Divide all incoming damage by your level. So if a ogre normally does 2d8 then he now does 2d8 * 10 / level. Your hit points would then never change. At that point your hit points would be viewed as 100% meat. All of the extra hit points would be removed and become part of that dividing factor that mitigates incoming damage. So if you do take an injury, it of course requires real medical healing because the hit points are all meat. You multiply the healing spell outcome by 10 as well. The above system models hit points in the same way that the hit point systems of D&D did in the past (except for the nod to proportional healing there at the end which is my own innovation). The system is different but the modeled results are the same. I believe it's easier to use the existing hit point system and interpret it proportionally than to use the divide by level system. [/QUOTE]
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