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Are Hit Points necessary?
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<blockquote data-quote="Alex319" data-source="post: 5109805" data-attributes="member: 45678"><p>Good points, but I think you misunderstood a few things:</p><p> </p><p>1. There is no requirement that each condition is always "worth" the same number of hit points. One attack might be "10 hit points or get your leg broken", another, more powerful attack might be "25 hit points or get your leg broken."</p><p> </p><p>2. There is no requirement that worse conditions have higher hit point values. In fact my example showed the opposite. The idea is that for a given power level of attack, higher hit point damage can be paired with less-bad conditions. For example, a basic "coup de grace" or "finishing move" type of attack might be "3 hit points, or target is dead" - kills if it hit, but easy to avoid. A basic "knockdown" attack or somesuch might be "15 hit points, or target is knocked prone" - harder to avoid but not as bad if it lands. Then the idea would be that if the target was very low on hit points you could use your "coup de grace" style attacks to finish him off, while closer to the beginning of the fight you would use your other attacks, to force him to choose between losing lots of hit points or getting put into a vulnerable position.</p><p> </p><p>Also, this system - a continuum of attack where you choose between low hit points/bad condition, high hit points/less bad condition, or somewhere in the middle helps alleviate the "price is right" problem. Since the defender will choose whichever option is least bad for him, the optimal strategy for the attacker is to choose an attack where the hit point and condition effect are relatively balanced given the situation.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5109805, member: 45678"] Good points, but I think you misunderstood a few things: 1. There is no requirement that each condition is always "worth" the same number of hit points. One attack might be "10 hit points or get your leg broken", another, more powerful attack might be "25 hit points or get your leg broken." 2. There is no requirement that worse conditions have higher hit point values. In fact my example showed the opposite. The idea is that for a given power level of attack, higher hit point damage can be paired with less-bad conditions. For example, a basic "coup de grace" or "finishing move" type of attack might be "3 hit points, or target is dead" - kills if it hit, but easy to avoid. A basic "knockdown" attack or somesuch might be "15 hit points, or target is knocked prone" - harder to avoid but not as bad if it lands. Then the idea would be that if the target was very low on hit points you could use your "coup de grace" style attacks to finish him off, while closer to the beginning of the fight you would use your other attacks, to force him to choose between losing lots of hit points or getting put into a vulnerable position. Also, this system - a continuum of attack where you choose between low hit points/bad condition, high hit points/less bad condition, or somewhere in the middle helps alleviate the "price is right" problem. Since the defender will choose whichever option is least bad for him, the optimal strategy for the attacker is to choose an attack where the hit point and condition effect are relatively balanced given the situation. [/QUOTE]
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