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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: 240325" data-attributes="member: 4594"><p>I'm only going to address one point here right now because I think it comes straight to the point of arguing for HP</p><p></p><p></p><p></p><p>There are several ways in realistic treatment of damage and injury can detract heavily from, or even collapse, a game when the factors are not fully taken into account.</p><p></p><p>1) Healing times. This might not sound like a big deal, but often players are not willing to "waste time" waiting for their fellow players to "heal up." Yes, magical healing can counteract this to some extent, but if the healer runs out of juice the party made up of players of this type will effectively commit suicide. I have seen it happen before.</p><p></p><p>2) Paranoia can creep into the game. If you weren't planning on this effect, the most successful character becomes the one who can trick his own friends into soaking up more of the hits than he has to take himself. This might seem like a perfectly legitimate way to play, but in the long run it leads to hard feelings and the possible collapse of a group.</p><p></p><p>3) One stupid mistake on the part of one person can end an entire campaign as it brings utter disaster down on the entire party. If the party is surrounded by fifty armed and ready crossbowmen, and one member of the group decides to reach for his weapons instead of the sky, the party is dead. End of discussion. Hit point systems don't elimiinate this threat, but they do make it possible that SOME characters will survive if they play it smart.</p><p></p><p>These are just the points coming to the top of my head right now, as I sit here getting ready for a nap. I'm sure there are plenty of others, but I think I've made my point. Realism is very much a double-edged sword, not something to be thrown in lightly as I've seen it called for so many times. It's just not something to throw in on a whim, it really takes a lot of careful thought to get the balance right.</p></blockquote><p></p>
[QUOTE="Lily Inverse, post: 240325, member: 4594"] I'm only going to address one point here right now because I think it comes straight to the point of arguing for HP There are several ways in realistic treatment of damage and injury can detract heavily from, or even collapse, a game when the factors are not fully taken into account. 1) Healing times. This might not sound like a big deal, but often players are not willing to "waste time" waiting for their fellow players to "heal up." Yes, magical healing can counteract this to some extent, but if the healer runs out of juice the party made up of players of this type will effectively commit suicide. I have seen it happen before. 2) Paranoia can creep into the game. If you weren't planning on this effect, the most successful character becomes the one who can trick his own friends into soaking up more of the hits than he has to take himself. This might seem like a perfectly legitimate way to play, but in the long run it leads to hard feelings and the possible collapse of a group. 3) One stupid mistake on the part of one person can end an entire campaign as it brings utter disaster down on the entire party. If the party is surrounded by fifty armed and ready crossbowmen, and one member of the group decides to reach for his weapons instead of the sky, the party is dead. End of discussion. Hit point systems don't elimiinate this threat, but they do make it possible that SOME characters will survive if they play it smart. These are just the points coming to the top of my head right now, as I sit here getting ready for a nap. I'm sure there are plenty of others, but I think I've made my point. Realism is very much a double-edged sword, not something to be thrown in lightly as I've seen it called for so many times. It's just not something to throw in on a whim, it really takes a lot of careful thought to get the balance right. [/QUOTE]
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