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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="R_Chance" data-source="post: 8436178" data-attributes="member: 55149"><p>You can argue the meat vs. expertise / luck thing all day. I know I've done it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I have come up with a few things that, for me, rationalize HP a bit more.</p><p></p><p>Combat and damage: In combat HP work as normal unless you are totally surprised (flatfooted). Then the damage is multiplied by your level (the level of the character taking damage, not giving it out). Being surprised really sucks. Area attacks are normal because you are assumed to be taking actions to avoid damage (i.e. down behind your shield when the dragon's breath / fireball goes off, holding your breath when you see the gas, etc.). Unless you are surprised (and the time it takes a mage to cast a spell pretty much eliminates total surprise).</p><p></p><p>Healing: Healing requires a save to recover damage each day. You recover your level in points when you make it. This, roughly, equalizes healing times although higher level characters better saves give them an advantage. There are modifiers for conditions to the save of course (healers skill, bed rest, fetid unhealthy conditions, etc.). I would say in a "long rest" in 5E terms (8 hours if you, the DM, are being evil). Healing spells can be adjusted to give X points / level of character.</p><p></p><p>Falling damage: The type of dice damage is based on what you fall on. Loose sand / water etc. = D3, dirt = D4, Packed earth / stone = D6, Jagged surfaces = D8, and spikes etc. = D10. The number of damage dice taken goes up geometrically, 10' =1, 20' = 2, 30' = 4, 40' = 8, 50' = 16, and 60'+ = 32. Saving throws are allowed for half damage. Jumping down negates the first 10' of the drop and there are various modifiers to the saving throws. Rolling down slopes modifies the distance, depending on the degree of slope. Falling long distances sucks although you might survive it.</p><p></p><p>Things like this have allowed me peace when using D&Ds abstract hit point system. Ymmv.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8436178, member: 55149"] You can argue the meat vs. expertise / luck thing all day. I know I've done it :D I have come up with a few things that, for me, rationalize HP a bit more. Combat and damage: In combat HP work as normal unless you are totally surprised (flatfooted). Then the damage is multiplied by your level (the level of the character taking damage, not giving it out). Being surprised really sucks. Area attacks are normal because you are assumed to be taking actions to avoid damage (i.e. down behind your shield when the dragon's breath / fireball goes off, holding your breath when you see the gas, etc.). Unless you are surprised (and the time it takes a mage to cast a spell pretty much eliminates total surprise). Healing: Healing requires a save to recover damage each day. You recover your level in points when you make it. This, roughly, equalizes healing times although higher level characters better saves give them an advantage. There are modifiers for conditions to the save of course (healers skill, bed rest, fetid unhealthy conditions, etc.). I would say in a "long rest" in 5E terms (8 hours if you, the DM, are being evil). Healing spells can be adjusted to give X points / level of character. Falling damage: The type of dice damage is based on what you fall on. Loose sand / water etc. = D3, dirt = D4, Packed earth / stone = D6, Jagged surfaces = D8, and spikes etc. = D10. The number of damage dice taken goes up geometrically, 10' =1, 20' = 2, 30' = 4, 40' = 8, 50' = 16, and 60'+ = 32. Saving throws are allowed for half damage. Jumping down negates the first 10' of the drop and there are various modifiers to the saving throws. Rolling down slopes modifies the distance, depending on the degree of slope. Falling long distances sucks although you might survive it. Things like this have allowed me peace when using D&Ds abstract hit point system. Ymmv. [/QUOTE]
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Are Hit Points Meat? (Redux): D&D Co-Creator Saw Hit Points Very Differently
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