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Armor Class – How Hard is it to Hit and Damage Something?
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<blockquote data-quote="mmadsen" data-source="post: 4520111" data-attributes="member: 1645"><p>What you describe is the Wound/Vitality system from the older edition of d20 Star Wars.</p><p></p><p>I would say that neither physical toughness nor skill at rolling with a punch are well modeled by ablative hit points. Luck and divine favor aren't "realistically" modeled well by ablative hit points either, but for game purposes fate points make an excellent resource to manage.</p><p>As I mentioned earlier, any one attack can kill a real man -- although some attacks are simply more likely to do it than others -- and sometimes many, many attacks won't finish someone off. People aren't particularly ablative.</p><p></p><p>Hit points don't model injury well, even abstractly. But they are a beloved game mechanic. So why not use them purely for luck and divine favor?</p><p></p><p>And if you're going to have hit points reflect luck and divine favor, why have them only come into play <em>after</em> you're hit? Why don't they keep you from getting hit? And why can't you apply them to things like saving throws? They're luck points, right?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4520111, member: 1645"] What you describe is the Wound/Vitality system from the older edition of d20 Star Wars. I would say that neither physical toughness nor skill at rolling with a punch are well modeled by ablative hit points. Luck and divine favor aren't "realistically" modeled well by ablative hit points either, but for game purposes fate points make an excellent resource to manage. As I mentioned earlier, any one attack can kill a real man -- although some attacks are simply more likely to do it than others -- and sometimes many, many attacks won't finish someone off. People aren't particularly ablative. Hit points don't model injury well, even abstractly. But they are a beloved game mechanic. So why not use them purely for luck and divine favor? And if you're going to have hit points reflect luck and divine favor, why have them only come into play [i]after[/i] you're hit? Why don't they keep you from getting hit? And why can't you apply them to things like saving throws? They're luck points, right? [/QUOTE]
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