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Hit Points - A Discussion of a "Solution"
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<blockquote data-quote="Herremann the Wise" data-source="post: 4545973" data-attributes="member: 11300"><p>Interesting - I wish I had access to all those old White Dwarf magazines. As for combat points, funnily enough it was that thread on mechanics and flavour and your contributions amongst others that made me think a little more about the narrative side of things. I believe the separation of hit points and combat points allow for many of the narrative ideas you discussed, whilst still keeping things grounded in terms of actual damage. I honestly believe this system allows one to have their hit point cake and it it too.</p><p>From a mechanical standpoint, there is a fairly complex relationship between hit points (and combat points), healing (and restoration of combat points) and damage done in all it's forms. The thing is you don't wish a game to be too deadly, or where a little bit of bad luck can destroy your character - but you still want the threat to loom larger than it's probability.</p><p></p><p>When you only have a small kernel of hit points, you need to have lots of plausible buffers for those hit points. The primary one is combat points. In terms of causing damage in combat, there are two accepted processes: rolling to hit and rolling for damage. Having a good AC is the buffer for the first and having good DR is the buffer for the second. Aside from that, armor providing damage reduction makes a lot more "sense" to me.</p><p></p><p>Like how "hit points" embodied two disparate things (damage and then skill, luck, divine favor etc.), AC also is trying to cover two separate things in the one mechanic. It's trying to embody how hard somebody is to effectively damage, be it because they are hard to hit (a dextrous, skillful rogue) or because they are hard to damage (a dwarven warrior, replete with tower shield and plate). Thus, to answer your question, splitting AC into its components follows the same philosophy and reasoning as splitting hit points.</p><p></p><p>I like the idea of this - although mathematical calculation is pretty much what I do for a living. I suppose you have to draw a line somewhere when it comes to what's playable, and what's playable and enjoyable. In terms of in-encounter calculations, you want as few as possible.</p><p></p><p>Personally, I don't mind a lot of up front calculations - calculations you make when you make a character, get a new item and so on. Getting to an AC of 22 might be a fairly complicated process, but when you get there, that simple value is all you have to worry about in an encounter (rather than what went into getting it). That's a complexity I can live with and justify - but that's relative anyway from gamer to gamer.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4545973, member: 11300"] Interesting - I wish I had access to all those old White Dwarf magazines. As for combat points, funnily enough it was that thread on mechanics and flavour and your contributions amongst others that made me think a little more about the narrative side of things. I believe the separation of hit points and combat points allow for many of the narrative ideas you discussed, whilst still keeping things grounded in terms of actual damage. I honestly believe this system allows one to have their hit point cake and it it too. From a mechanical standpoint, there is a fairly complex relationship between hit points (and combat points), healing (and restoration of combat points) and damage done in all it's forms. The thing is you don't wish a game to be too deadly, or where a little bit of bad luck can destroy your character - but you still want the threat to loom larger than it's probability. When you only have a small kernel of hit points, you need to have lots of plausible buffers for those hit points. The primary one is combat points. In terms of causing damage in combat, there are two accepted processes: rolling to hit and rolling for damage. Having a good AC is the buffer for the first and having good DR is the buffer for the second. Aside from that, armor providing damage reduction makes a lot more "sense" to me. Like how "hit points" embodied two disparate things (damage and then skill, luck, divine favor etc.), AC also is trying to cover two separate things in the one mechanic. It's trying to embody how hard somebody is to effectively damage, be it because they are hard to hit (a dextrous, skillful rogue) or because they are hard to damage (a dwarven warrior, replete with tower shield and plate). Thus, to answer your question, splitting AC into its components follows the same philosophy and reasoning as splitting hit points. I like the idea of this - although mathematical calculation is pretty much what I do for a living. I suppose you have to draw a line somewhere when it comes to what's playable, and what's playable and enjoyable. In terms of in-encounter calculations, you want as few as possible. Personally, I don't mind a lot of up front calculations - calculations you make when you make a character, get a new item and so on. Getting to an AC of 22 might be a fairly complicated process, but when you get there, that simple value is all you have to worry about in an encounter (rather than what went into getting it). That's a complexity I can live with and justify - but that's relative anyway from gamer to gamer. Best Regards Herremann the Wise [/QUOTE]
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