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General Tabletop Discussion
*TTRPGs General
Hit Points - A Discussion of a "Solution"
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<blockquote data-quote="Sir Brennen" data-source="post: 4546234" data-attributes="member: 553"><p>I think this system would make it almost<em> impossible</em> for characters to die. Who would ever go out adventuring when their wounds are within a few points of their Bloodied score? Considering a 10th level fighter will have a Bloodied score of around 38, they would never, ever go down in a fight where they're above 10 Wound points unless the party leaves his unconscious body in a raging bonfire. I would say it'd take a string of incredibly bad luck for anyone to lose even those final 10 in a single fight. And the downtime/inefficient magic healing would mostly likely result in adventurers almost always going around with some type of wound and rarely ever fully healed, like Head Wound Harry.</p><p></p><p>Also, while most monsters would simply not have any wound points, how would you handle any important NPCs? Even a fraction of the WP given to PCs would make Coup De Grace the standard method of dispatching them, which not only is unheroic, but can cause problems if there are party members opposed to slaughtering unconscious characters.</p><p></p><p>I'd make the wound points much lower, say the class HP per Level value + Con Mod, then either (+ 1/2 level) or (+2 at Paragon Level, +3 at Epic). I'd also have any normal hit which exceeds the character's bloodied value cause a wound, and allow for Crits or > Bloodied hits on characters below zero stack (i.e, they'd cause 2 wound points)</p><p></p><p>If this would make natural healing seem to quick, the days of rest per point could be increase to 2 or 3. Your rules for magical healing would still remain costly, especially if multiple party members have wounds which need to be healed.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4546234, member: 553"] I think this system would make it almost[I] impossible[/I] for characters to die. Who would ever go out adventuring when their wounds are within a few points of their Bloodied score? Considering a 10th level fighter will have a Bloodied score of around 38, they would never, ever go down in a fight where they're above 10 Wound points unless the party leaves his unconscious body in a raging bonfire. I would say it'd take a string of incredibly bad luck for anyone to lose even those final 10 in a single fight. And the downtime/inefficient magic healing would mostly likely result in adventurers almost always going around with some type of wound and rarely ever fully healed, like Head Wound Harry. Also, while most monsters would simply not have any wound points, how would you handle any important NPCs? Even a fraction of the WP given to PCs would make Coup De Grace the standard method of dispatching them, which not only is unheroic, but can cause problems if there are party members opposed to slaughtering unconscious characters. I'd make the wound points much lower, say the class HP per Level value + Con Mod, then either (+ 1/2 level) or (+2 at Paragon Level, +3 at Epic). I'd also have any normal hit which exceeds the character's bloodied value cause a wound, and allow for Crits or > Bloodied hits on characters below zero stack (i.e, they'd cause 2 wound points) If this would make natural healing seem to quick, the days of rest per point could be increase to 2 or 3. Your rules for magical healing would still remain costly, especially if multiple party members have wounds which need to be healed. [/QUOTE]
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Hit Points - A Discussion of a "Solution"
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