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Capping Hit Points
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<blockquote data-quote="Lanefan" data-source="post: 8103303" data-attributes="member: 29398"><p>Depends.</p><p></p><p>If the hit point numbers are kept vaguely rational and either a) all hit points are viewed as at least part 'meat' or b) some sort of wound-vitality or body-fatigue system is introduced, it can end up being realistic enough for rock and roll; though of course far from perfect.</p><p></p><p>Where realism flies completely out the window IMO, at least in 4e-5e, is the ridiculously fast recovery times. So, for added realism (and to make magical healing relevant again) you'd slow down recovery gained via simple rest and introduce some sort of long-term injury system.</p><p></p><p>None of this, however, solves the most difficult problem: the near-binary difference between fully-functional at 1 h.p. and down-and-out at 0 h.p. This one takes more work, including some sort of potential death spiral when close to 0 but still above along with putting death at -10 (or some other negative number) and having a series of less-functional conditions applied at stages between 0 and -9.</p><p></p><p>Modern D&D might not be equipped to deliver such a game (though I think it can if enough massaging gets done) but the pre-3e versions to a much greater extent are; in any case the pre-3e systems don't put up nearly as much resistance to making the necessary modifications.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8103303, member: 29398"] Depends. If the hit point numbers are kept vaguely rational and either a) all hit points are viewed as at least part 'meat' or b) some sort of wound-vitality or body-fatigue system is introduced, it can end up being realistic enough for rock and roll; though of course far from perfect. Where realism flies completely out the window IMO, at least in 4e-5e, is the ridiculously fast recovery times. So, for added realism (and to make magical healing relevant again) you'd slow down recovery gained via simple rest and introduce some sort of long-term injury system. None of this, however, solves the most difficult problem: the near-binary difference between fully-functional at 1 h.p. and down-and-out at 0 h.p. This one takes more work, including some sort of potential death spiral when close to 0 but still above along with putting death at -10 (or some other negative number) and having a series of less-functional conditions applied at stages between 0 and -9. Modern D&D might not be equipped to deliver such a game (though I think it can if enough massaging gets done) but the pre-3e versions to a much greater extent are; in any case the pre-3e systems don't put up nearly as much resistance to making the necessary modifications. [/QUOTE]
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