Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 6292597" data-attributes="member: 85870"><p>I have to respectfully disagree that each of these are "still basically hit points." Even splitting hit points into wounds and vitality has a distinct effect on the "narrative fiction" of the game being played, especially if you're playing a system where wounds can be attacked directly via a critical hit, making the "standard" D&D-slow-HP-attrition-spiral into much different, more dangerous fights. </p><p></p><p>As far as damage saves / soaks, I'm a huge fan of Savage Worlds, but the "wound soaking" mechanic has always stood out to me like a sore thumb. Everything about Savage Worlds is so elegant and coherent, but this . . . this . . . wound thing . . . what to do about it? </p><p></p><p>As you say, it's the functional equivalent of a "saving throw" based on meta-game currency. Expend a resource ("bennies") for a chance to "save against wounding." </p><p></p><p>In Savage Worlds' case, to me it's the designers sort of waving a white flag, accepting that for their system to meet their aims of "fast and furious," they had to do something other than slow HP attrition across gobs of enemies / players. What does a "soak roll" mean in Savage Worlds, in terms of "verisimilitude"? Nothing. It's totally dissociated; there's no relationship between a player spending the "benny" meta-game currency, and the character being able to attribute that meta-game currency to in-game cause.</p><p></p><p>But in a sense, as much as it bothers me sometimes that it's clearly a "metagame / dissociated" mechanic, at the same time, it's almost like I can hear Shane Hensley in the background saying, "But what's the alternative??? D&D hitpoints? Long, drawn out whittling down of resistance until someone finally gets 'hurt'? Nope. Some intricate, simulationist attack / active defense / armor mechanic that takes way too long to resolve, like GURPS? Nope."</p><p></p><p>But at the very least, it makes clear what the actual effect of a true "wound" is --- it's "meat." There's no abstract, "Well, if a fighter has 100 HP, and a Wizard 40, what does a 25-point damage attack mean to either of them?" True, in Savage Worlds if a character's Vigor is higher than another, a 25-point attack may have a different effect, but generally it's the difference between, "Gee, I'm pretty screwed here and gonna get hurt," versus, "Gee, I'm SERIOUSLY, TOTALLY screwed here and gonna get hurt." A wound save / soak roll also gives players more meaningful narrative control, because he or she can CHOOSE to not make a soak attempt at all, saving the meta-game currency for later. (In a sense, this is more in line with "healing surges" in this regard, except that Savage Worlds at least mitigates the "heal up before every fight" dissociation by making wounds a serious, game-affecting problem). </p><p></p><p>In Savage Worlds' case I'm willing to forgive this aspect of meta-gamey-ness for two reasons: </p><p></p><p>1) The wound / soak mechanic is largely the ONLY pure meta-game construct in the game. Nearly everything else operates from a very consistent, process-resolution basis. </p><p></p><p>2) It fully serves the purpose of the system to meet its designed mode of play. </p><p></p><p>For me, it communicates something about the hitpoint debate as a whole, which is that in general, most RPGs set up their "combat damage" mechanic to not model reality. Really it's just a question of how much "non-reality" you're willing to deal with. You want gritty, deadly, one-hit-and-you-die combat, don't look to D&D and Savage Worlds; go to GURPS and Runequest. </p><p></p><p>Now that said, I'm generally of the preference where I'm okay for combat damage to be modeled on "non-reality," but prefer most of the rest of the game world to operate at least somewhere in the "appropriate reality spectrum," tuned for genre, etc. Which is why I can largely deal with the wound mechanic in Savage Worlds, but totally balk at 4e's wide-and-varied dissociations across multiple gameplay spectra. </p><p></p><p>Last but not least, "Damage Avoidance" is by far the most "simulationist" way of treating combat. People who go into life-threatening combat do everything in their absolute power to avoid taking damage. It's why the whole "combat as war" motif is powerful---you play combat-as-war to give yourself every advantage possible, because in the real world, <em>damage avoidance can only go so far. </em>Having played GURPS some, damage avoidance is HUGE, HUGE part of the game's makeup, and it has a DEFINITIVE change on playstyle. It's "not just hitpoints." </p><p></p><p>Yes, hitpoints, soak / damage saves, and damage avoidance all serve the same general purpose, to model combat damage. But in play they're vastly, vastly different.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6292597, member: 85870"] I have to respectfully disagree that each of these are "still basically hit points." Even splitting hit points into wounds and vitality has a distinct effect on the "narrative fiction" of the game being played, especially if you're playing a system where wounds can be attacked directly via a critical hit, making the "standard" D&D-slow-HP-attrition-spiral into much different, more dangerous fights. As far as damage saves / soaks, I'm a huge fan of Savage Worlds, but the "wound soaking" mechanic has always stood out to me like a sore thumb. Everything about Savage Worlds is so elegant and coherent, but this . . . this . . . wound thing . . . what to do about it? As you say, it's the functional equivalent of a "saving throw" based on meta-game currency. Expend a resource ("bennies") for a chance to "save against wounding." In Savage Worlds' case, to me it's the designers sort of waving a white flag, accepting that for their system to meet their aims of "fast and furious," they had to do something other than slow HP attrition across gobs of enemies / players. What does a "soak roll" mean in Savage Worlds, in terms of "verisimilitude"? Nothing. It's totally dissociated; there's no relationship between a player spending the "benny" meta-game currency, and the character being able to attribute that meta-game currency to in-game cause. But in a sense, as much as it bothers me sometimes that it's clearly a "metagame / dissociated" mechanic, at the same time, it's almost like I can hear Shane Hensley in the background saying, "But what's the alternative??? D&D hitpoints? Long, drawn out whittling down of resistance until someone finally gets 'hurt'? Nope. Some intricate, simulationist attack / active defense / armor mechanic that takes way too long to resolve, like GURPS? Nope." But at the very least, it makes clear what the actual effect of a true "wound" is --- it's "meat." There's no abstract, "Well, if a fighter has 100 HP, and a Wizard 40, what does a 25-point damage attack mean to either of them?" True, in Savage Worlds if a character's Vigor is higher than another, a 25-point attack may have a different effect, but generally it's the difference between, "Gee, I'm pretty screwed here and gonna get hurt," versus, "Gee, I'm SERIOUSLY, TOTALLY screwed here and gonna get hurt." A wound save / soak roll also gives players more meaningful narrative control, because he or she can CHOOSE to not make a soak attempt at all, saving the meta-game currency for later. (In a sense, this is more in line with "healing surges" in this regard, except that Savage Worlds at least mitigates the "heal up before every fight" dissociation by making wounds a serious, game-affecting problem). In Savage Worlds' case I'm willing to forgive this aspect of meta-gamey-ness for two reasons: 1) The wound / soak mechanic is largely the ONLY pure meta-game construct in the game. Nearly everything else operates from a very consistent, process-resolution basis. 2) It fully serves the purpose of the system to meet its designed mode of play. For me, it communicates something about the hitpoint debate as a whole, which is that in general, most RPGs set up their "combat damage" mechanic to not model reality. Really it's just a question of how much "non-reality" you're willing to deal with. You want gritty, deadly, one-hit-and-you-die combat, don't look to D&D and Savage Worlds; go to GURPS and Runequest. Now that said, I'm generally of the preference where I'm okay for combat damage to be modeled on "non-reality," but prefer most of the rest of the game world to operate at least somewhere in the "appropriate reality spectrum," tuned for genre, etc. Which is why I can largely deal with the wound mechanic in Savage Worlds, but totally balk at 4e's wide-and-varied dissociations across multiple gameplay spectra. Last but not least, "Damage Avoidance" is by far the most "simulationist" way of treating combat. People who go into life-threatening combat do everything in their absolute power to avoid taking damage. It's why the whole "combat as war" motif is powerful---you play combat-as-war to give yourself every advantage possible, because in the real world, [I]damage avoidance can only go so far. [/I]Having played GURPS some, damage avoidance is HUGE, HUGE part of the game's makeup, and it has a DEFINITIVE change on playstyle. It's "not just hitpoints." Yes, hitpoints, soak / damage saves, and damage avoidance all serve the same general purpose, to model combat damage. But in play they're vastly, vastly different. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
Top