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General Tabletop Discussion
*TTRPGs General
Hit Points - A Discussion of a "Solution"
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<blockquote data-quote="FireLance" data-source="post: 4545986" data-attributes="member: 3424"><p>It was a fairly simple system, really.</p><p></p><p>Basically, each character had hit points as normal, and an equal number of vitality points. </p><p></p><p>Hit points represented physical trauma, and could only be healed by time or magic. </p><p></p><p>Vitality points represented all the intangible aspects of hit points such as luck and morale, and were replenished at the start of each encounter. Certain effects, such as a crusader's Devoted Spirit maneuvers, could restore vitality points, but not hit points.</p><p></p><p>When a character takes damage, it is taken off vitality points first. When a character runs out of vitality points, additional damage is taken off hit points.</p><p></p><p>This ensured that every character started a fight at full hit points (at least) and had an additional gradually-depleting buffer. It also effectively doubled a character's hit points (until he takes hit point damage, anyway), which I considered a feature, not a bug, because it gave PCs a lot of insurance against high-damage critical hits.</p><p></p><p>This would be fairly easy to translate into 4e. Due to the better math, I would set hit points at a character's bloodied value, and the rest of a character's hit points would be vitality points, and vitality points no longer replenish after a short rest unless you spend healing surges. To maintain the flavor that only magical healing can restore hit points quickly, healing surges, short rests and martial powers can only restore vitality points. Magical healing restores hit points first, and any excess goes to vitality points. There will also need to be some rules for natural healing. One possibility is for a character to regain 1 hit point per tier + Con modifier at each extended rest, and one ally could attempt a DC 10 Heal check to restore an additional hit point (DC 20 for 2 hit points, DC 30 for 3 hit points, etc.)</p></blockquote><p></p>
[QUOTE="FireLance, post: 4545986, member: 3424"] It was a fairly simple system, really. Basically, each character had hit points as normal, and an equal number of vitality points. Hit points represented physical trauma, and could only be healed by time or magic. Vitality points represented all the intangible aspects of hit points such as luck and morale, and were replenished at the start of each encounter. Certain effects, such as a crusader's Devoted Spirit maneuvers, could restore vitality points, but not hit points. When a character takes damage, it is taken off vitality points first. When a character runs out of vitality points, additional damage is taken off hit points. This ensured that every character started a fight at full hit points (at least) and had an additional gradually-depleting buffer. It also effectively doubled a character's hit points (until he takes hit point damage, anyway), which I considered a feature, not a bug, because it gave PCs a lot of insurance against high-damage critical hits. This would be fairly easy to translate into 4e. Due to the better math, I would set hit points at a character's bloodied value, and the rest of a character's hit points would be vitality points, and vitality points no longer replenish after a short rest unless you spend healing surges. To maintain the flavor that only magical healing can restore hit points quickly, healing surges, short rests and martial powers can only restore vitality points. Magical healing restores hit points first, and any excess goes to vitality points. There will also need to be some rules for natural healing. One possibility is for a character to regain 1 hit point per tier + Con modifier at each extended rest, and one ally could attempt a DC 10 Heal check to restore an additional hit point (DC 20 for 2 hit points, DC 30 for 3 hit points, etc.) [/QUOTE]
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