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Are Hit Points necessary?
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<blockquote data-quote="Ariosto" data-source="post: 5107904" data-attributes="member: 80487"><p>As I see it, the purpose of hit points originally was to give players a resource to manage. The increases by level made higher level characters' fates less dependent on chance.</p><p></p><p>One can effectively have "hit points" by different names. In some games, players spend a single "game currency" on other things in addition to avoiding getting killed.</p><p></p><p>RuneQuest has HP by that very name, but the approach is notably different. Even a "high level" character faces a <em>probability of getting killed</em> by almost any blow. Indeed, a very experienced one is <em>more</em> likely to die from some ludicrously improbable cause -- because such causes get more opportunities to have the dice fall their way.</p><p></p><p>A hefty HP "buffer" thus is conducive to a game that combines a lot of fighting with a lot of long-term character development. The "roll a die and maybe die" approach is conducive to the proverb that "there are are many old adventurers, and many bold adventurers -- but not many old, bold adventurers!"</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5107904, member: 80487"] As I see it, the purpose of hit points originally was to give players a resource to manage. The increases by level made higher level characters' fates less dependent on chance. One can effectively have "hit points" by different names. In some games, players spend a single "game currency" on other things in addition to avoiding getting killed. RuneQuest has HP by that very name, but the approach is notably different. Even a "high level" character faces a [i]probability of getting killed[/i] by almost any blow. Indeed, a very experienced one is [i]more[/i] likely to die from some ludicrously improbable cause -- because such causes get more opportunities to have the dice fall their way. A hefty HP "buffer" thus is conducive to a game that combines a lot of fighting with a lot of long-term character development. The "roll a die and maybe die" approach is conducive to the proverb that "there are are many old adventurers, and many bold adventurers -- but not many old, bold adventurers!" [/QUOTE]
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Are Hit Points necessary?
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