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D&D isn't a simulation game, so what is???
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<blockquote data-quote="DND_Reborn" data-source="post: 8606955" data-attributes="member: 6987520"><p>That is certainly one way to look at HP and perfectly acceptable.</p><p></p><p>But because HP represents <em>so many</em> abstract things, do any of the losses have to be minor wounds at all? That 5 damage attack was "dodged" or "parried" maybe and expended HP are energy to avoid it so it wasn't actually a serious hit, because otherwise those 5 hp <em>could KILL</em> (compared to the commoner with 4 hp total...). Such "energy" can be quickly recovered by resting (short or long), or restored by magic (healing) so the PC feels revitalized. It would be easier to argue recovering such hit points instead of those "minor wounds" healing overnight...</p><p></p><p></p><p>Such a system could have value, but then argues is the granularity worth the bookkeeping.</p><p></p><p>For as much simplicity as I could suggest the following if I continued with D&D:</p><p></p><p>OPTION 1:</p><p></p><p>A straight -1 penalty for each 20% reduction in hp. Yes, this requires a bit of bookkeeping, but not too much IMO. You list your maximum (100%) hp, 80%, 60%, 40%, and 20%. If you are between 81-100%, no problems. At 61-80% you have a -1, at 41-60% a -2, and so on.</p><p></p><p>OPTION 2:</p><p></p><p>Have a damage threshold equal to 20% hp. Each time you lose that many hp, you gain a level of exhaustion.</p><p></p><p></p><p>Well, <em>someone</em> needs to narrate it, either the DM or the player. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> Otherwise, you just don't know other than the numbers...</p><p></p><p>I narrate a lot depending on the damage and hp of the target. A hit for 5-10% might be a parry by shield, but the PC "feels" the impact and strain on the arm and shoulder from taking the blow. A hit for 20% might be a cut to the side, painful and perhaps links of armor are rended, etc.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8606955, member: 6987520"] That is certainly one way to look at HP and perfectly acceptable. But because HP represents [I]so many[/I] abstract things, do any of the losses have to be minor wounds at all? That 5 damage attack was "dodged" or "parried" maybe and expended HP are energy to avoid it so it wasn't actually a serious hit, because otherwise those 5 hp [I]could KILL[/I] (compared to the commoner with 4 hp total...). Such "energy" can be quickly recovered by resting (short or long), or restored by magic (healing) so the PC feels revitalized. It would be easier to argue recovering such hit points instead of those "minor wounds" healing overnight... Such a system could have value, but then argues is the granularity worth the bookkeeping. For as much simplicity as I could suggest the following if I continued with D&D: OPTION 1: A straight -1 penalty for each 20% reduction in hp. Yes, this requires a bit of bookkeeping, but not too much IMO. You list your maximum (100%) hp, 80%, 60%, 40%, and 20%. If you are between 81-100%, no problems. At 61-80% you have a -1, at 41-60% a -2, and so on. OPTION 2: Have a damage threshold equal to 20% hp. Each time you lose that many hp, you gain a level of exhaustion. Well, [I]someone[/I] needs to narrate it, either the DM or the player. 🤷♂️ Otherwise, you just don't know other than the numbers... I narrate a lot depending on the damage and hp of the target. A hit for 5-10% might be a parry by shield, but the PC "feels" the impact and strain on the arm and shoulder from taking the blow. A hit for 20% might be a cut to the side, painful and perhaps links of armor are rended, etc. [/QUOTE]
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D&D isn't a simulation game, so what is???
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