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<blockquote data-quote="Hautamaki" data-source="post: 5538187" data-attributes="member: 42219"><p>I have to agree that HP and falling damage are two serious abstractions... for myself, falling damage is handled according to the actual 9.8m/s^2 and results in falling damage escalating to 22d6 by 80 feet and still increasing geometrically from there... in other words, only proper super humans are going to survive a fall like that.</p><p></p><p>But in general, HP isn't <em>that</em> bad. Like it says in the original rulebooks, a 5th level fighter isn't <em>actually</em> able to absorb more physical punishment then a couple of warhorses. It's that the 5th level fighter is able to 'roll with the punches' and be affected by lucky breaks/fate, that keep him alive when the same blows directed at said warhorses would have already felled them. Now that D&D4 has incorporated the 'bloodied' condition a mechanic is specifically built in to show how accumulated damage can cause a reduction in capability.</p><p></p><p>Healing is another great example of how abstract HP is a problem. Why should a cure light wounds fully heal a near-death low level character, but barely be sufficient to close a shaving scratch on a high level character? I got around this by house-ruling that healing effects cure a percentage of total HP. A cure light wounds potion will recover 1 or 2 HP on a low level character, but would recover 10 or 20 to a higher level character with a lot more HP.</p><p></p><p>The reason they didn't do this in the first place is that the original idea was to make healing get more expensive for higher level characters as a balance issue (I suppose). But if you do away with that conceit I think that HP works just fine.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5538187, member: 42219"] I have to agree that HP and falling damage are two serious abstractions... for myself, falling damage is handled according to the actual 9.8m/s^2 and results in falling damage escalating to 22d6 by 80 feet and still increasing geometrically from there... in other words, only proper super humans are going to survive a fall like that. But in general, HP isn't [I]that[/I] bad. Like it says in the original rulebooks, a 5th level fighter isn't [I]actually[/I] able to absorb more physical punishment then a couple of warhorses. It's that the 5th level fighter is able to 'roll with the punches' and be affected by lucky breaks/fate, that keep him alive when the same blows directed at said warhorses would have already felled them. Now that D&D4 has incorporated the 'bloodied' condition a mechanic is specifically built in to show how accumulated damage can cause a reduction in capability. Healing is another great example of how abstract HP is a problem. Why should a cure light wounds fully heal a near-death low level character, but barely be sufficient to close a shaving scratch on a high level character? I got around this by house-ruling that healing effects cure a percentage of total HP. A cure light wounds potion will recover 1 or 2 HP on a low level character, but would recover 10 or 20 to a higher level character with a lot more HP. The reason they didn't do this in the first place is that the original idea was to make healing get more expensive for higher level characters as a balance issue (I suppose). But if you do away with that conceit I think that HP works just fine. [/QUOTE]
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