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Assumptions on Hit Points and Armor Class...
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<blockquote data-quote="Ratskinner" data-source="post: 7106058" data-attributes="member: 6688937"><p>I think the "simplicity" argument for the HP system is overstated. It's not too bad from the player side, where a person is only tracking one HP total. However, I suspect that all of us have experienced the situation where the GM's accounting abilities go all haywire: "umm...wait, which guy was that?" "He should be dead already, right?" "There should only be four of them left, not six." Simple subtraction turns out to be not so simple. Its one reason I switched to putting dice behind components that were damaged to just track them in play.</p><p></p><p>I would also point out that many computer games also have a little "shock" mechanism built in when you get hit, or the screen darkening or reddening as you are near death. Those are impacts on play. Imagine "You take a -2 to hit for each hit you took since your last attack" or "You have disadvantage to any physical actions and -10' speed, if you are at less than 25% of max HP".</p><p></p><p>Personally, I lean towards more specific "state-based" systems nowadays for tabletop. Participants can be "Fine", "Hurt", "Down", or "Out" or some similar array. Such things can be marked right on the minis with a tag or something. Tailor conditions to suit your narrative needs.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7106058, member: 6688937"] I think the "simplicity" argument for the HP system is overstated. It's not too bad from the player side, where a person is only tracking one HP total. However, I suspect that all of us have experienced the situation where the GM's accounting abilities go all haywire: "umm...wait, which guy was that?" "He should be dead already, right?" "There should only be four of them left, not six." Simple subtraction turns out to be not so simple. Its one reason I switched to putting dice behind components that were damaged to just track them in play. I would also point out that many computer games also have a little "shock" mechanism built in when you get hit, or the screen darkening or reddening as you are near death. Those are impacts on play. Imagine "You take a -2 to hit for each hit you took since your last attack" or "You have disadvantage to any physical actions and -10' speed, if you are at less than 25% of max HP". Personally, I lean towards more specific "state-based" systems nowadays for tabletop. Participants can be "Fine", "Hurt", "Down", or "Out" or some similar array. Such things can be marked right on the minis with a tag or something. Tailor conditions to suit your narrative needs. [/QUOTE]
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