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Are Hit Points Meat? (Redux): D&D Co-Creator Saw Hit Points Very Differently
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<blockquote data-quote="Ace" data-source="post: 8435058" data-attributes="member: 944"><p>Its kind of an odd situation. Historically it wasn't rare in fights for people to take horrendous even lethal hits and keep on fighting. Mutual kills were also pretty common though few games have rules any such things</p><p></p><p> I know of a real life situation in which a female police officer was shot through the heart with a .357 magnum probably the deadliest commonly encountered handgun round at the time and was able to defeat her assailant and recovered fully.</p><p></p><p>Hit points serve as a good abstraction for this maybe better than wound levels and saving throws against same which tend to add complexity without better results. Some may disagree Savage Worlds and Vampire both sold well but the abstraction is a matter of taste more than naything</p><p></p><p>The biggest difference in the most modern games is that we have a pretty good idea now how actual combat worlds as we have a lot more combat veterans, martial artists and historical fencing experts among game designers now. </p><p></p><p>This expanded knowledge base colors our reaction to rules as vs when Runequest was the "realistic" option because its combat was based on Society for Creative Anachronism combat (FWIW its still holds up very well)</p></blockquote><p></p>
[QUOTE="Ace, post: 8435058, member: 944"] Its kind of an odd situation. Historically it wasn't rare in fights for people to take horrendous even lethal hits and keep on fighting. Mutual kills were also pretty common though few games have rules any such things I know of a real life situation in which a female police officer was shot through the heart with a .357 magnum probably the deadliest commonly encountered handgun round at the time and was able to defeat her assailant and recovered fully. Hit points serve as a good abstraction for this maybe better than wound levels and saving throws against same which tend to add complexity without better results. Some may disagree Savage Worlds and Vampire both sold well but the abstraction is a matter of taste more than naything The biggest difference in the most modern games is that we have a pretty good idea now how actual combat worlds as we have a lot more combat veterans, martial artists and historical fencing experts among game designers now. This expanded knowledge base colors our reaction to rules as vs when Runequest was the "realistic" option because its combat was based on Society for Creative Anachronism combat (FWIW its still holds up very well) [/QUOTE]
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Are Hit Points Meat? (Redux): D&D Co-Creator Saw Hit Points Very Differently
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