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D&D 3.x - Is It Too Easy To Hit Things?
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<blockquote data-quote="MerricB" data-source="post: 3313141" data-attributes="member: 3586"><p>"Realistic" in this sense tends to mean "More Deadly". When people get hit by swords, they tend to fall down. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>HP, apart from being a buffer, serve a very important factor in letting the players know how the combat is going. When someone gets low on hit points, then they know they are at risk. Interestingly, "hero points", that you can use to preserve yourself, serve a similar purpose.</p><p></p><p>There is a conceptual gap from "hit points are how tough you are" to "hit points are how much luck you have left" which causes problems, but I think the mechanic is great.</p><p></p><p>Consider Rolemaster (and indeed, Star Wars d20), which had Hit Points, but criticals would render that system irrelevant in many, if not most, combats.</p><p></p><p>If we change "The more skilled and armed fighter should be significantly harder to hit due to having their weapon deflecting incoming blows" to "The more skilled and armed fighter should be significantly harder to <em>kill</em> due to having their weapon deflecting incoming blows", we have the D&D system.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3313141, member: 3586"] "Realistic" in this sense tends to mean "More Deadly". When people get hit by swords, they tend to fall down. :) HP, apart from being a buffer, serve a very important factor in letting the players know how the combat is going. When someone gets low on hit points, then they know they are at risk. Interestingly, "hero points", that you can use to preserve yourself, serve a similar purpose. There is a conceptual gap from "hit points are how tough you are" to "hit points are how much luck you have left" which causes problems, but I think the mechanic is great. Consider Rolemaster (and indeed, Star Wars d20), which had Hit Points, but criticals would render that system irrelevant in many, if not most, combats. If we change "The more skilled and armed fighter should be significantly harder to hit due to having their weapon deflecting incoming blows" to "The more skilled and armed fighter should be significantly harder to [i]kill[/i] due to having their weapon deflecting incoming blows", we have the D&D system. Cheers! [/QUOTE]
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