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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Dausuul" data-source="post: 5871162" data-attributes="member: 58197"><p>My requirements for hit points are:</p><p></p><p>1. "Hit" means "hit" rather than "miss," "heal" means "heal" rather than "catch your breath," and "damage" means "damage" rather than "tired." Abstraction is one thing, but I'm not on board with any system that requires rewriting the dictionary. If you want hit point recovery that isn't healing, stop using "heal" as a synonym for "regain hit points." A hit that deals damage can be a glancing blow, shallow cut, etc., but anything that's called a "hit" should physically connect and anything that's called "damage" should be some kind of injury, even if only superficial.</p><p></p><p>2. Long-term damage is possible, and happens from time to time. Furthermore, a mortal wound can be identified as such in the moment; a character who is on the ground dying (negative hit points, making death saves) is <em>really</em> on the ground dying, not in a Schrodinger's Cat state where they are both mortally wounded and merely knocked out until something happens to force them into one state or the other (the warlord yells at them, they die, etc.).</p><p></p><p>3. It is never a good strategy to wait until somebody's hit points go negative before dropping a healing spell on that person. I see this All. The. Time. in 4E, and it's a major nuisance.</p><p></p><p>4. Something else that came up in a discussion with a friend this past weekend: PCs should not transition abruptly from "totally fine" to "desperate and staggering." This is something that's happened in all editions, but is especially glaring in 4E: As long as the party's healing surges hold out, they're okay to keep going. The only resources that get expended are daily powers, which make up a relatively small amount of the party's total power. But as soon as the healing surges run low, the party falls off a cliff. I would like a system where that transition is more gradual.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5871162, member: 58197"] My requirements for hit points are: 1. "Hit" means "hit" rather than "miss," "heal" means "heal" rather than "catch your breath," and "damage" means "damage" rather than "tired." Abstraction is one thing, but I'm not on board with any system that requires rewriting the dictionary. If you want hit point recovery that isn't healing, stop using "heal" as a synonym for "regain hit points." A hit that deals damage can be a glancing blow, shallow cut, etc., but anything that's called a "hit" should physically connect and anything that's called "damage" should be some kind of injury, even if only superficial. 2. Long-term damage is possible, and happens from time to time. Furthermore, a mortal wound can be identified as such in the moment; a character who is on the ground dying (negative hit points, making death saves) is [I]really[/I] on the ground dying, not in a Schrodinger's Cat state where they are both mortally wounded and merely knocked out until something happens to force them into one state or the other (the warlord yells at them, they die, etc.). 3. It is never a good strategy to wait until somebody's hit points go negative before dropping a healing spell on that person. I see this All. The. Time. in 4E, and it's a major nuisance. 4. Something else that came up in a discussion with a friend this past weekend: PCs should not transition abruptly from "totally fine" to "desperate and staggering." This is something that's happened in all editions, but is especially glaring in 4E: As long as the party's healing surges hold out, they're okay to keep going. The only resources that get expended are daily powers, which make up a relatively small amount of the party's total power. But as soon as the healing surges run low, the party falls off a cliff. I would like a system where that transition is more gradual. [/QUOTE]
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April 3rd, Rule of 3
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