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Damage on a Miss: Because otherwise Armour Class makes no sense
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<blockquote data-quote="billd91" data-source="post: 6459375" data-attributes="member: 3400"><p>In your opinion, the system in 1e sucked. That's not a universal one. But I think there's a view of hit points that you're missing. Hit points having a substantial component in luck and skill isn't undermined by a long healing process and the AD&D approach isn't schizophrenic. It just means that there's a mix of meat, luck, skill, and so on that has a higher proportion of the physical aspects of hit points than faster healing editions. If all it takes is a good night's sleep to fully recover, that pushes the nature of hit points away from physical components and into something else. You're not finding a lot of blood and guts in that mix. A months time for full recovery in 1e is still fast compared to the amount of punishment a body can take, so we can be pretty sure hit points aren't all meat but we can also be pretty confident in our narration that the physical injury is significant - significant enough to make the PC very vulnerable for a while.</p><p></p><p>As far as taking that long to recover being sucky - I think it adds a nice bit of pacing to a game that too often becomes a race to high levels that rivals a Rocky training montage. Slower healing can lead to non-adventuring play, PCs broadening their stories rather than focusing just on action, PCs researching their next conquests and adventures, seasonal change in the game as a GM reacts to the PCs taking a month or two off between adventures. There's a lot a table of gamers can accomplish in developing a campaign if they take the time to really do it and 1e healing times could facilitate that approach. And that's not sucky at all.</p></blockquote><p></p>
[QUOTE="billd91, post: 6459375, member: 3400"] In your opinion, the system in 1e sucked. That's not a universal one. But I think there's a view of hit points that you're missing. Hit points having a substantial component in luck and skill isn't undermined by a long healing process and the AD&D approach isn't schizophrenic. It just means that there's a mix of meat, luck, skill, and so on that has a higher proportion of the physical aspects of hit points than faster healing editions. If all it takes is a good night's sleep to fully recover, that pushes the nature of hit points away from physical components and into something else. You're not finding a lot of blood and guts in that mix. A months time for full recovery in 1e is still fast compared to the amount of punishment a body can take, so we can be pretty sure hit points aren't all meat but we can also be pretty confident in our narration that the physical injury is significant - significant enough to make the PC very vulnerable for a while. As far as taking that long to recover being sucky - I think it adds a nice bit of pacing to a game that too often becomes a race to high levels that rivals a Rocky training montage. Slower healing can lead to non-adventuring play, PCs broadening their stories rather than focusing just on action, PCs researching their next conquests and adventures, seasonal change in the game as a GM reacts to the PCs taking a month or two off between adventures. There's a lot a table of gamers can accomplish in developing a campaign if they take the time to really do it and 1e healing times could facilitate that approach. And that's not sucky at all. [/QUOTE]
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