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Legend
It's distinguishable visually because your opponent doesn't wince as much as they should, or don't get as deep a flesh wound as you anticipated.
Not that hard.
Not that hard.
Kahuna Burger said:This is why I asked about DR earlier. Hp were claimed to be abstract in 3e as well (it's been the fluff of every edition) but the DR rules list two fluff ways of description, both of which depend on a wound which should have caused physical damage. More importantly, it explicitly says "in either case, the opponent knows the attack was ineffective".
So the mechanics of DR depend on a hp model in which not only in a hit a hit and damage damage, but a 15 hp hit is distinguishable both visually and as you deliver it from a 5 hp hit. This is not a "corner case", this is a mechanic which can come up as early as 1st level and can be reasonably be expected to come up in any adventure. Heck, in my tenth level party, 3 of the PCs could potentially have damage reduction in a given fight.
I don't particularly have anything against an abstract hp model, in the abstract as it were, but the entire system must be built around the assumption and make sense with it, rather than the "but it's abstract!" flavor excuse being thrown on the top to explain a couple of mechanics while it directly contradicts others.
I don't care about this for genre reasons. It's a pre-modern fantasy game. Things move slower, and you can handwave the time lapses. Why make things move slower if you're just going to handwave it? To stop straining credulity quite so damn much as if it's a matter of principle.Kordeth said:1) If time is not a factor, it causes the party to retreat and rest for as long as it takes to heal the grievous wound, in which case the rule has accomplished nothing but slowing down the story a little bit.
This I don't care about for new-game-balance reasons. One of the problems with 3e is that if you are performing below par it's entirely possible to get killed before you can react. 4e combat is not that lethal that fast (apparently), so that if your character that sucks a little now finds himself unable to win, he can do something about that because there is time to assess the threats in combat. So in that sense it shouldn't matter as much how easily you can predict what kind of foes the party can effectively face, because they shouldn't be as prone to getting instantly splattered by a superior enemy.2) If time is a factor, the grievously-wounded character is forced to suck for several encounters until the adventure is over and the party can take some down-time.
Neither of those options, IMHO, is a desirable one. Also, from a game-design perspective, if you can assume that the players will enter most fights operating at full capacity, and "full capacity" is a very tightly-defined range (as, for example, with 4E's fixed hp and uniform check bonus), it becomes much easier to predict what kind of foes the party can effectively face.
roguerouge said:During the day, your PC fighter faced a dozen swordsman and suffered being hit by 3 fireballs. One night of camping later, after an "extended rest," he's back to full hit points. How are you, as a DM, are going explain this crunch narratively?
Warning: Hit points have always been abstract, of course, so I'm curious for pro and con views, not slamming the edition.
Apology: I'm sorry if this has been debated before. I generally don't go in this part of the forum, so I wasn't able to easily find it if it had been debated already.
Kordeth said:I think there's an echo in this thread.![]()
Can you repost this at CM so I can posrep you?FitzTheRuke said:-good stuff-
Cmarco said:Sorry Kordeth! I didn't notice you had made a similar comment earlier on. Glad to see that great minds think alike, though.
So, John McClane... paragon-level fighter?![]()
Henry said:I think we should call it "The Kordeth Theory of Hit Point Explanation." because having a Theory or Maneuver named after you is always cool. Of course, "The McClane Effect" is catchier, though....