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General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Ratskinner" data-source="post: 6294317" data-attributes="member: 6688937"><p>I very much concur. The way I see it, the amount of overlap between HP and the positioning dimension is dependent on the scale of the combat. The more you "zoom out", the more they overlap. TBH, the more I've thought about it this way, the more I've thought that 4e (with a little tweaking) could drop HP entirely, relying on surges instead. (I even seem to recall reading an article where someone did something very similar.) Since I also concur with...</p><p></p><p> </p><p></p><p>I wouldn't expect it would impede immersion. In fact, I would suspect that, of the three dimensions, the HP dimension would be the most trying to immersion for all the reasons people have griped about it for 30 years or so.</p><p></p><p></p><p></p><p>That would be a very big move for D&D, and its probably obvious that I'd prefer to keep the others and drop/modify the HP. <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>Dungeon World is an odd beast, IME. Dungeon World doesn't do much specifying as to what exactly HP are supposed to represent, leaving it to whatever folks narrate into the fiction. In many ways its much more responsive to the fiction, and in other ways...a little incoherent. I ran a game for a while and the Fighter had picked up a Barbarian ability that read:</p><p></p><p></p><p></p><p>Which sounded great until he was fighting the big bad, rolls 12+ and deals minimum damage (which otherwise would have left the baddie still fighting)....and then the player said; "I choose his head." Sorta bypassing the few actual meta-mechanical constructs in the game (i.e. HP).</p><p></p><p>Another instance that occurred several times during my game, and that I've seen other complain about is that sometimes some of the options for a partial success (rolling a 7-9), can be very difficult, if not nonsensical under some circumstances. Which I've seen players use to their advantage: "hmm...let's see what the DM can come up with to put me in danger here." Almost worse, the results occasionally put you in the odd position of success being indistinguishable from failure, and its not clear (to me anyway) how the GM should handle it.</p><p></p><p>The glory <em>and</em> weakness of DW is that the moves are all tied closely with the fictional positioning, and are often relatively specific. It can lead to situation where issues in the game are small, scattered, and hidden within the individual moves, making them very hard to anticipate and respond to. All in all, though, I liked the DW experience, and these issues seemed less problematic than they might appear from this post. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6294317, member: 6688937"] I very much concur. The way I see it, the amount of overlap between HP and the positioning dimension is dependent on the scale of the combat. The more you "zoom out", the more they overlap. TBH, the more I've thought about it this way, the more I've thought that 4e (with a little tweaking) could drop HP entirely, relying on surges instead. (I even seem to recall reading an article where someone did something very similar.) Since I also concur with... I wouldn't expect it would impede immersion. In fact, I would suspect that, of the three dimensions, the HP dimension would be the most trying to immersion for all the reasons people have griped about it for 30 years or so. That would be a very big move for D&D, and its probably obvious that I'd prefer to keep the others and drop/modify the HP. :) Dungeon World is an odd beast, IME. Dungeon World doesn't do much specifying as to what exactly HP are supposed to represent, leaving it to whatever folks narrate into the fiction. In many ways its much more responsive to the fiction, and in other ways...a little incoherent. I ran a game for a while and the Fighter had picked up a Barbarian ability that read: Which sounded great until he was fighting the big bad, rolls 12+ and deals minimum damage (which otherwise would have left the baddie still fighting)....and then the player said; "I choose his head." Sorta bypassing the few actual meta-mechanical constructs in the game (i.e. HP). Another instance that occurred several times during my game, and that I've seen other complain about is that sometimes some of the options for a partial success (rolling a 7-9), can be very difficult, if not nonsensical under some circumstances. Which I've seen players use to their advantage: "hmm...let's see what the DM can come up with to put me in danger here." Almost worse, the results occasionally put you in the odd position of success being indistinguishable from failure, and its not clear (to me anyway) how the GM should handle it. The glory [I]and[/I] weakness of DW is that the moves are all tied closely with the fictional positioning, and are often relatively specific. It can lead to situation where issues in the game are small, scattered, and hidden within the individual moves, making them very hard to anticipate and respond to. All in all, though, I liked the DW experience, and these issues seemed less problematic than they might appear from this post. ;) [/QUOTE]
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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