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<blockquote data-quote="Katemare" data-source="post: 4789658" data-attributes="member: 80996"><p>I noticed some discussions of abstract HP nature lately. This made me thinking... There are other ways to represent character's resilience in RPGs: health levels, separate pools, endurance roll...</p><p></p><p>There is one HP system I like very much: <a href="http://www.goodman-games.com/eldritch.html" target="_blank">Eldritch RPG</a>'s.</p><p>Characters have Active Defense Pools, representing defenses via actions:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Weaponry</strong>, parries. The sum of weapon skills and wielded weapon's parry ability.</li> <li data-xf-list-type="ul"><strong>Evade</strong>, in-place dodging.</li> <li data-xf-list-type="ul"><strong>Dodge</strong> (can't say I care for this term), dodging via movement, such as running away.</li> <li data-xf-list-type="ul"><strong>Reflect</strong>, shielding. Sum of shield skill and wielded shield quality.</li> </ul><p>...and Passive Defense Pools:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Toughness</strong>, good old HP.</li> <li data-xf-list-type="ul"><strong>Resiliense</strong>, non-lethal damage and willpower.</li> </ul><p>So, when a foe hits you, he rolls an attack. Resulting number is <strong>harm</strong>.</p><p></p><ol> <li data-xf-list-type="ol">First, you can defend via actions: run away, parry and so on. Appropriate Active Defense Pool is depleted by harm value.</li> <li data-xf-list-type="ol">If harm is bigger than points left in the pool, the rest goes to either Toughness (physical attacks) or Resilience (mental, magic, and so on).</li> <li data-xf-list-type="ol">Some effects are also reduced by armor, and some go for Toughness after they destroy resilience (magic does that a lot).</li> </ol><p>Active defenses are fully replenished after combat, and passive one restore 10% per hour (20% per hour if sleeping).</p><p></p><p>Most monsters have Resilience and HP pools only, and you can describe how they handle hits in whatever manner you desire (dodging, parring, getting wounded, and so forth). Important monsters can be constructed and treated like characters, with all appropriate Defense Pools.</p><p></p><p>What's so good about active defenses? They're both cinematic and logical (you can't run if you have nowhere to run, for example). Love that %) And the system treats them is such way that they are easy to modify or houserule, but it's just an added bonus.</p><p></p><p></p><p>Thoughts? Other examples of interesting HP systems?</p></blockquote><p></p>
[QUOTE="Katemare, post: 4789658, member: 80996"] I noticed some discussions of abstract HP nature lately. This made me thinking... There are other ways to represent character's resilience in RPGs: health levels, separate pools, endurance roll... There is one HP system I like very much: [URL="http://www.goodman-games.com/eldritch.html"]Eldritch RPG[/URL]'s. Characters have Active Defense Pools, representing defenses via actions: [LIST] [*][B]Weaponry[/B], parries. The sum of weapon skills and wielded weapon's parry ability. [*][B]Evade[/B], in-place dodging. [*][B]Dodge[/B] (can't say I care for this term), dodging via movement, such as running away. [*][B]Reflect[/B], shielding. Sum of shield skill and wielded shield quality. [/LIST] ...and Passive Defense Pools: [LIST] [*][B]Toughness[/B], good old HP. [*][B]Resiliense[/B], non-lethal damage and willpower. [/LIST] So, when a foe hits you, he rolls an attack. Resulting number is [B]harm[/B]. [LIST=1] [*]First, you can defend via actions: run away, parry and so on. Appropriate Active Defense Pool is depleted by harm value. [*]If harm is bigger than points left in the pool, the rest goes to either Toughness (physical attacks) or Resilience (mental, magic, and so on). [*]Some effects are also reduced by armor, and some go for Toughness after they destroy resilience (magic does that a lot). [/LIST] Active defenses are fully replenished after combat, and passive one restore 10% per hour (20% per hour if sleeping). Most monsters have Resilience and HP pools only, and you can describe how they handle hits in whatever manner you desire (dodging, parring, getting wounded, and so forth). Important monsters can be constructed and treated like characters, with all appropriate Defense Pools. What's so good about active defenses? They're both cinematic and logical (you can't run if you have nowhere to run, for example). Love that %) And the system treats them is such way that they are easy to modify or houserule, but it's just an added bonus. Thoughts? Other examples of interesting HP systems? [/QUOTE]
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