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<blockquote data-quote="Grydan" data-source="post: 6047926" data-attributes="member: 79401"><p>I voted other.</p><p></p><p>What I'd <em>prefer</em>, but don't really expect to actually see, is something along these lines:</p><p></p><p>Accepting that HP have never succeeded at modelling injury in any satisfactory and internally consistent way (not that they ever actually tried), let's treat them as what they <strong>do</strong> work as: an almost entirely abstract measure of how far from being knocked unconscious/dead your PC is right now.</p><p></p><p>HP reset between fights.</p><p></p><p>You always start a fight at full HP... unless you are subject to some condition that prevents you from being at full HP.</p><p></p><p>Conditions could include fatigue (insufficient rest, too many combats), various illnesses (Filth Fever! Moon Frenzy! Scurvy! Lycanthropy! ...oh wait, not usually transferable in D&D, but oh well), poisons, and yes, injuries.</p><p></p><p>Because this system accepts that HP are, as they've always stated, an abstract hodgepodge of luck, fate, skill, meat, and what-have-you, there are no mental gymnastics needed to justify shouting-based HP recovery, or any other inspiration, intimidation, pluckiness, children clapping, or happy-thought-based HP recovery.</p><p></p><p>By moving injuries over into conditions, and allowing those conditions to be as specific as we want them to be (including having individual natural recovery rates, specific impairments, and specific remedies), we don't have anybody yelling wounds shut, because HP aren't your wounds. Your <em>wounds</em> are your wounds.</p><p></p><p>We can even categorize wounds. Some of them could be Light. There might even be a spell that removes such wounds. We could call it "Cure Light Wounds" or something. For more serious wounds, maybe "Cure Serious Wounds"?</p><p></p><p>Then we could include dials for DMs to adjust based on how frequently they want wounds to crop up, and how severe the wounds can be. Maybe in your Care Bear campaign, nobody ever gets injured unless they drop to 0 HP, and the worst injury one can suffer is a sprained ankle (<strong>Light Wound</strong> [ankle sprain]: -10 ft movement, -3 max HP, lose 2 HP every time you hustle, Recovery: 2 weeks to recover naturally <em>or something along those lines</em>). Heck, maybe you don't have injuries at all.</p><p></p><p>Maybe in your Fantasy ____ing Viet Nam, any hit that exceeds your AC by say, 3, results in injury. Maybe you use Permanent Wounds, like limb-loss (Permanent Wound [loss of shield arm]: You can't use a shield. Your shirts fit funny. Recovery: None, it's gone and it's not coming back.)</p><p></p><p>(Other obvious "chance of injury" thresholds one might use are half-HP, any hit worth a quarter of your HP, any hit that does more than your Con score in damage, all criticals, etc.)</p><p></p><p>But, like I say, I don't actually expect to see this happen. HP-loss as meat-injury even though it really isn't, never was, and never will be, is too much of a sacred cow to be turned into such tasty, tasty, hamburgers. Oh well.</p></blockquote><p></p>
[QUOTE="Grydan, post: 6047926, member: 79401"] I voted other. What I'd [I]prefer[/I], but don't really expect to actually see, is something along these lines: Accepting that HP have never succeeded at modelling injury in any satisfactory and internally consistent way (not that they ever actually tried), let's treat them as what they [B]do[/B] work as: an almost entirely abstract measure of how far from being knocked unconscious/dead your PC is right now. HP reset between fights. You always start a fight at full HP... unless you are subject to some condition that prevents you from being at full HP. Conditions could include fatigue (insufficient rest, too many combats), various illnesses (Filth Fever! Moon Frenzy! Scurvy! Lycanthropy! ...oh wait, not usually transferable in D&D, but oh well), poisons, and yes, injuries. Because this system accepts that HP are, as they've always stated, an abstract hodgepodge of luck, fate, skill, meat, and what-have-you, there are no mental gymnastics needed to justify shouting-based HP recovery, or any other inspiration, intimidation, pluckiness, children clapping, or happy-thought-based HP recovery. By moving injuries over into conditions, and allowing those conditions to be as specific as we want them to be (including having individual natural recovery rates, specific impairments, and specific remedies), we don't have anybody yelling wounds shut, because HP aren't your wounds. Your [I]wounds[/I] are your wounds. We can even categorize wounds. Some of them could be Light. There might even be a spell that removes such wounds. We could call it "Cure Light Wounds" or something. For more serious wounds, maybe "Cure Serious Wounds"? Then we could include dials for DMs to adjust based on how frequently they want wounds to crop up, and how severe the wounds can be. Maybe in your Care Bear campaign, nobody ever gets injured unless they drop to 0 HP, and the worst injury one can suffer is a sprained ankle ([B]Light Wound[/B] [ankle sprain]: -10 ft movement, -3 max HP, lose 2 HP every time you hustle, Recovery: 2 weeks to recover naturally [I]or something along those lines[/I]). Heck, maybe you don't have injuries at all. Maybe in your Fantasy ____ing Viet Nam, any hit that exceeds your AC by say, 3, results in injury. Maybe you use Permanent Wounds, like limb-loss (Permanent Wound [loss of shield arm]: You can't use a shield. Your shirts fit funny. Recovery: None, it's gone and it's not coming back.) (Other obvious "chance of injury" thresholds one might use are half-HP, any hit worth a quarter of your HP, any hit that does more than your Con score in damage, all criticals, etc.) But, like I say, I don't actually expect to see this happen. HP-loss as meat-injury even though it really isn't, never was, and never will be, is too much of a sacred cow to be turned into such tasty, tasty, hamburgers. Oh well. [/QUOTE]
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