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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative HP systems and other altered d20 mechanics
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<blockquote data-quote="jonrog1" data-source="post: 253699" data-attributes="member: 189"><p>Hey, if it's not too annoying, still playing devil's advocate here. I'm a huge fan of skill-based systems, so I'll nudge on ... </p><p></p><p></p><p></p><p>But you shouldn't <em>need</em> calculators at a gaming table. you should need characters and imagination.</p><p></p><p>Okay, I fully get the whole fractional armor/damage thing now. "armor reduces damage" vs. "armor reduces your chance of taking damage" is a fine-line argument, and seeing as both are conceptual representations of combat, I think which you prefer is pretty arbitrary. But this one is a decent choice. Although the first time somebody argues that while leather armor absorbs the shock of a baseball bat, a meat cleaver cuts right through it, the system starts to wobble.</p><p></p><p>I struggled to create a more fluid gaming system myself for ages, but what I kept running into -- indeed, what I think many alternative game systems kept running into -- is that the abstract systems of HP as "survivability" made for an easier, more efficient way to track damage than HP as a physical attribute.</p><p></p><p></p><p></p><p>Yes, but actual mass <em>doesn't</em> affect strength. Or it may reasonably affect it, but it doesn't <em>dictate</em> it. In a system where the whole point is to toss out the streamlined conceptual for the logical, this to me is a huge logic gap. A system that tells me that Jackie Chan has to pump iron 4 hours a day to kick Sharon Gless's ass just seems hinky.</p><p> </p><p></p><p></p><p>Yes, so this HP system tracks damage more efficiently. But damage is only relevant vis-a-vis a PC's ability to take X-amount and keep functioning. In your explanation stamina means you can take more damage and keep functioning, but it's separate from the actual damage. In 3 ed, more HP means you can take more damage and keep functioning -- with no need to track the <em>actual</em> damage. Why make HP more grounded yet a less efficient way of tracking a character's effectiveness?</p><p></p><p>I think what you have to do here is just toss out the whole idea of HP -- it's admittedly useless if not used properly, as a mathematical metaphor for PC's ability to function.</p><p></p><p>The idea of restructuring HP so it more logically can be applied universally, as to tanks and such, is a noble goal. But I must argue, and I don't think unreasonably, that any gaming system that has you tossing around six digit numbers is not one that'll catch on or provide ease of use. Am I wrong to think the first time your normal human opens a rule book and sees "100,000,000 hp of damage" they'll think this game might not be the fun, improvisational game they've heard so much about?</p><p></p><p>And before I get accused of being one of the same marketing hacks who doomed D&D to old-school ways, let me suggest a half-step. Regardless of system, use HP for organic matter and wound points with DR for inorganic. That seems logical -- organic systems shut down after receiving far less proportional damage than a building can take before it collapses. Using a different scale would allow you to keep the numbers while dealing with inorganics in a reasonable range. Yeah, sure, a tank only has 60 WP, but it has DR 20. And perhaps 1 WP=10-100 HP, whatever playtests out as logical. </p><p></p><p>This may actually integrate with the "absolute hardness" concept.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 253699, member: 189"] Hey, if it's not too annoying, still playing devil's advocate here. I'm a huge fan of skill-based systems, so I'll nudge on ... But you shouldn't [i]need[/i] calculators at a gaming table. you should need characters and imagination. Okay, I fully get the whole fractional armor/damage thing now. "armor reduces damage" vs. "armor reduces your chance of taking damage" is a fine-line argument, and seeing as both are conceptual representations of combat, I think which you prefer is pretty arbitrary. But this one is a decent choice. Although the first time somebody argues that while leather armor absorbs the shock of a baseball bat, a meat cleaver cuts right through it, the system starts to wobble. I struggled to create a more fluid gaming system myself for ages, but what I kept running into -- indeed, what I think many alternative game systems kept running into -- is that the abstract systems of HP as "survivability" made for an easier, more efficient way to track damage than HP as a physical attribute. Yes, but actual mass [i]doesn't[/i] affect strength. Or it may reasonably affect it, but it doesn't [i]dictate[/i] it. In a system where the whole point is to toss out the streamlined conceptual for the logical, this to me is a huge logic gap. A system that tells me that Jackie Chan has to pump iron 4 hours a day to kick Sharon Gless's ass just seems hinky. Yes, so this HP system tracks damage more efficiently. But damage is only relevant vis-a-vis a PC's ability to take X-amount and keep functioning. In your explanation stamina means you can take more damage and keep functioning, but it's separate from the actual damage. In 3 ed, more HP means you can take more damage and keep functioning -- with no need to track the [i]actual[/i] damage. Why make HP more grounded yet a less efficient way of tracking a character's effectiveness? I think what you have to do here is just toss out the whole idea of HP -- it's admittedly useless if not used properly, as a mathematical metaphor for PC's ability to function. The idea of restructuring HP so it more logically can be applied universally, as to tanks and such, is a noble goal. But I must argue, and I don't think unreasonably, that any gaming system that has you tossing around six digit numbers is not one that'll catch on or provide ease of use. Am I wrong to think the first time your normal human opens a rule book and sees "100,000,000 hp of damage" they'll think this game might not be the fun, improvisational game they've heard so much about? And before I get accused of being one of the same marketing hacks who doomed D&D to old-school ways, let me suggest a half-step. Regardless of system, use HP for organic matter and wound points with DR for inorganic. That seems logical -- organic systems shut down after receiving far less proportional damage than a building can take before it collapses. Using a different scale would allow you to keep the numbers while dealing with inorganics in a reasonable range. Yeah, sure, a tank only has 60 WP, but it has DR 20. And perhaps 1 WP=10-100 HP, whatever playtests out as logical. This may actually integrate with the "absolute hardness" concept. [/QUOTE]
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