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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="Lily Inverse" data-source="post: 239086" data-attributes="member: 4594"><p>One problem that seems to pervade the "Hit points aren't realistic" crowd is pretty simple. To them, a hit is a HIT. A solid, deadly attack. A low damage roll is a glancing blow that barely pierces the skin or bruises, a high-damage roll is descirbed as probably piercing a few arteries or the like. This is flat out WRONG, and has been described as such.</p><p></p><p>Hit points are NOT a direct measure of the ability to take damage. They are meant to represent energy, dodging skills, the ability to measure whether or not a strike will be a glancing blow or a fatal stroke, the overall luck that makes for a good story, and yes, there's a little bit of damage-taking ability mixed in there too.</p><p></p><p>Hit points don't create a highly realistic scenario where every axe swing and explosion is measured to the finest detail, they create a cinematic, storytelling experience. </p><p></p><p>In Star Wars, the distinction is made abundantly clear. Wound damage is only taken when all the mojo provided by Vitality Points has been used up, or on a critical hit. Vitality Points, in addition to the most obvious use of avoiding hits, also helps Force users with their powers. You don't just use Force Heal, it costs Vitality points to do so. Sure, if you use Heal Self and succeed you automatically get them back, but this takes time and there's always the chance of screwing up.</p><p></p><p>In short, don't automatically assume that just because the big lout with the Mercurial Greatsword did 100 points of damage this round that he cleaved the Barbarian with 200 hit points in half. Under the Hit Points system, he probably just gave him a few shallow cuts with some REALLY close shaves.</p></blockquote><p></p>
[QUOTE="Lily Inverse, post: 239086, member: 4594"] One problem that seems to pervade the "Hit points aren't realistic" crowd is pretty simple. To them, a hit is a HIT. A solid, deadly attack. A low damage roll is a glancing blow that barely pierces the skin or bruises, a high-damage roll is descirbed as probably piercing a few arteries or the like. This is flat out WRONG, and has been described as such. Hit points are NOT a direct measure of the ability to take damage. They are meant to represent energy, dodging skills, the ability to measure whether or not a strike will be a glancing blow or a fatal stroke, the overall luck that makes for a good story, and yes, there's a little bit of damage-taking ability mixed in there too. Hit points don't create a highly realistic scenario where every axe swing and explosion is measured to the finest detail, they create a cinematic, storytelling experience. In Star Wars, the distinction is made abundantly clear. Wound damage is only taken when all the mojo provided by Vitality Points has been used up, or on a critical hit. Vitality Points, in addition to the most obvious use of avoiding hits, also helps Force users with their powers. You don't just use Force Heal, it costs Vitality points to do so. Sure, if you use Heal Self and succeed you automatically get them back, but this takes time and there's always the chance of screwing up. In short, don't automatically assume that just because the big lout with the Mercurial Greatsword did 100 points of damage this round that he cleaved the Barbarian with 200 hit points in half. Under the Hit Points system, he probably just gave him a few shallow cuts with some REALLY close shaves. [/QUOTE]
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