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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="R_Chance" data-source="post: 7750583" data-attributes="member: 55149"><p>Brings to mind old homebrew rules. We were wargamers and the abstraction of HP bothered us.</p><p></p><p>We were too happy with the game to worry about it at first. We house-ruled wound penalties and tried it during our later original edition and 1E games. Over 25% lightly wounded, -1 to Hit. Over 50% Moderately wounded, -2 hit probability and -25% movement. Over 75% badly injured and -4 to hit and -50% movement. At 0 you were unconscious. At low levels it didn't take much to render you non combat effective. Bandaged up and you could hobble along without losing more hit points. No first aid and you had to save or lose a hit point. To heal you needed to stay put. It worked better as PCs increased in level, it tended to hamstring low level PCs too much back in the day of fairly low hit points. </p><p></p><p>Given the higher hit points of PCs in more recent iterations of the game it might work better at low level, but it still cuts into PCs adventuring ability. Might give some room for healing tool kits though... with kits short rests could allow up to 25% recovery, long rests up to 50% and more would take increased time. Have 0 HP conscious but unable to mover negative HP unconscious... still roll HD to recover points but cap it at the percentages. Player has to choose to spend more dice or less to hit the cap. My mind is wondering through well worn paths.</p><p></p><p>Damn well make you appreciate magical healing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Increased "realism" (verisimilitude might be a better term) I suppose, but increased book keeping and probably increased PC fatality. On the other hand it would apply to NPCs / Monsters too... or not? A "ferocity" trait that allows some Monsters / PCs / NPCs to fight on unhindered... especially Barbarians, Constructs (?), Golems (?), Undead, Non material beings... </p><p></p><p>*sigh* Hit points, why is it always hit points? Given how many other abstractions there are in this game, this one always gets the attention. Still, fun to think through on that nostalgia train <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As I recall there were a number of similar variants (some in The Dragon maybe?) on wound levels back in the day and I'm sure other old geezers have their variations on it.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7750583, member: 55149"] Brings to mind old homebrew rules. We were wargamers and the abstraction of HP bothered us. We were too happy with the game to worry about it at first. We house-ruled wound penalties and tried it during our later original edition and 1E games. Over 25% lightly wounded, -1 to Hit. Over 50% Moderately wounded, -2 hit probability and -25% movement. Over 75% badly injured and -4 to hit and -50% movement. At 0 you were unconscious. At low levels it didn't take much to render you non combat effective. Bandaged up and you could hobble along without losing more hit points. No first aid and you had to save or lose a hit point. To heal you needed to stay put. It worked better as PCs increased in level, it tended to hamstring low level PCs too much back in the day of fairly low hit points. Given the higher hit points of PCs in more recent iterations of the game it might work better at low level, but it still cuts into PCs adventuring ability. Might give some room for healing tool kits though... with kits short rests could allow up to 25% recovery, long rests up to 50% and more would take increased time. Have 0 HP conscious but unable to mover negative HP unconscious... still roll HD to recover points but cap it at the percentages. Player has to choose to spend more dice or less to hit the cap. My mind is wondering through well worn paths. Damn well make you appreciate magical healing :) Increased "realism" (verisimilitude might be a better term) I suppose, but increased book keeping and probably increased PC fatality. On the other hand it would apply to NPCs / Monsters too... or not? A "ferocity" trait that allows some Monsters / PCs / NPCs to fight on unhindered... especially Barbarians, Constructs (?), Golems (?), Undead, Non material beings... *sigh* Hit points, why is it always hit points? Given how many other abstractions there are in this game, this one always gets the attention. Still, fun to think through on that nostalgia train :) As I recall there were a number of similar variants (some in The Dragon maybe?) on wound levels back in the day and I'm sure other old geezers have their variations on it. [/QUOTE]
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