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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Thomas Shey" data-source="post: 8616279" data-attributes="member: 7026617"><p>Well, as I said, you could hack D&D style hit points into something that seemed to tell you <em>something</em> about process without even going that far. You need to do at least three things though:</p><p></p><p>1. Formally accept that every hit does some actual physical damage, but that as the (humanlike) target's hit points expand, that amount becomes less and less, and possibly that the amount of damage when the hit points present are high isn't unitary with the amount when its low. You could then, among other things do something like (and this is just an example): 50% or more HP, mildly injured, 80% or more moderately injured, 90% or more severely injured, 100% dying.</p><p></p><p>2. With the above you'd need to revisit both mundane and magical healing, so the lesser wounds are easy to treat and recover from, and the more severe ones less so.</p><p></p><p>3. Address some of the more odd cases and be overt about what's going on with them; if you're going to use the hit point model for falling and other environmental damage, be outright that its a representation of the luck of heroes, and recognize that's what going on up-front.</p><p></p><p>Its still not that great a model outside of pace-of-resolution IMO, but it at least makes some of the logical problems that have been coming up for 45 odd years now go away. But edition after edition has heavily resisted doing anything like it, sometimes for gamist reasons, sometimes because its just a bridge too far in violating tradition.</p><p></p><p>Edit: I should also acknowledge that the quick-and-dirty solution I mention above is going to make things more difficult for a badly hurt PC than most modern versions do. There are ways around that, but at the end of the day, you can serve a gamist master, a simulationist master, or keep things really simple, but you only really get to pick two unless you're compromising one or both of the first two.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8616279, member: 7026617"] Well, as I said, you could hack D&D style hit points into something that seemed to tell you [I]something[/I] about process without even going that far. You need to do at least three things though: 1. Formally accept that every hit does some actual physical damage, but that as the (humanlike) target's hit points expand, that amount becomes less and less, and possibly that the amount of damage when the hit points present are high isn't unitary with the amount when its low. You could then, among other things do something like (and this is just an example): 50% or more HP, mildly injured, 80% or more moderately injured, 90% or more severely injured, 100% dying. 2. With the above you'd need to revisit both mundane and magical healing, so the lesser wounds are easy to treat and recover from, and the more severe ones less so. 3. Address some of the more odd cases and be overt about what's going on with them; if you're going to use the hit point model for falling and other environmental damage, be outright that its a representation of the luck of heroes, and recognize that's what going on up-front. Its still not that great a model outside of pace-of-resolution IMO, but it at least makes some of the logical problems that have been coming up for 45 odd years now go away. But edition after edition has heavily resisted doing anything like it, sometimes for gamist reasons, sometimes because its just a bridge too far in violating tradition. Edit: I should also acknowledge that the quick-and-dirty solution I mention above is going to make things more difficult for a badly hurt PC than most modern versions do. There are ways around that, but at the end of the day, you can serve a gamist master, a simulationist master, or keep things really simple, but you only really get to pick two unless you're compromising one or both of the first two. [/QUOTE]
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