This is a trick question, right?Kzach said:If a bear craps in the woods, does anybody care?
This is a trick question, right?Kzach said:If a bear craps in the woods, does anybody care?
Simon Marks said:Actually, the basic concept I'd guess came from the White Dwarf article "How to lose hit points ... and survive!" from issue 15 in 1979.
Which is how long people have been arguing over HPs not representing actual damage well.
Summary was that you got "Hit Points" which where your 'buffer' against damage - which represented skill, luck and what have you. You also got your Constitution in "Wound Points", which was reduced by anything that skill and luck couldn't stop. Critical hits, falls and so on.
Ktulu said:I would agree to this, but I'd have to see someone who'd play hackmaster, first(I keed, I keed!)
It's possible they borrowed it, but no one asked this of SWsaga, same designers, even. I'd more likely assume the designers figured a d12 battleaxe can kill any first level character in one hit. There's something wrong with that. Easier than re-designing damage rules is boosing hp. The fact that they're not giving a static HP boost, but instead being the player's CON score also moves it further away from the basic HP kicker from HM.
I see it more like the obvious idea that two parties have realized and implemented, although doing so in a different way.
Ktulu
ForumFerret said:Honestly I'm pretty disappointed the SWSaga HP/VP system got dropped from consideration for 4e.
That's good for some games, but in D&D you should be able to disregard a kobold if you're enough of a badass.ForumFerret said:You could never disregard a random alley fighter - he could always get lucky and shank you to death.
Except 4E kobold minions are soap bubbles by comparison.frankthedm said:In Hackmaster, most everything gets a bonus of 20 HP, known as a kicker. Classic hit die amounts from 1E and 2e are basicly preserved, so it winds up a kobold has 21-24 HP, but each hit die adds about 5 onto that total.