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General Tabletop Discussion
*TTRPGs General
Hit Points - A Discussion of a "Solution"
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<blockquote data-quote="Herremann the Wise" data-source="post: 4546761" data-attributes="member: 11300"><p>The only problem with Rolemaster for me is the level of time taken to resolve actions in combat. There is realism-dominant (Rolemaster), gamism-dominant (D&D 4E) and I suppose what I'm trying to do - something in between. As Firelance points out, there are other issues where too much realism gets in the way of fun. Everyone's balance point is different, I'm just trying to take the middle ground on this one.</p><p></p><p>This is a dynamic I agree with. It might be harder to do this to the mightiest of heroes but it should always be a threat, regardless even if the probability is low.</p><p></p><p>Doing this creates a death spiral effect which while realistic is not cool. I think when a hero is down on their knees is when they should be able to perform acts of pure heroism and the mechanics need to be there to support this - something which I think my design has accomplished.</p><p></p><p>For me, the D&D HP system has been a bugbear for me in every edition - simply because it is trying to embody two separate things. The splitting of these nullifies pretty much every hp anomaly (be it falling from height, curing light wounds not really curing light wounds, natural healing anomalies, bizarre damage situations that the DM has to explain etc.)</p><p>Some like hps and 95% of the time, they do the job more than admirably. I'd just like this to be 100% of the time without too much extra effort. </p><p></p><p>I can see where you're coming from here but again, you're talking about a death spiral effect. Realistic, but for me, not as much fun. YMMV <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>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4546761, member: 11300"] The only problem with Rolemaster for me is the level of time taken to resolve actions in combat. There is realism-dominant (Rolemaster), gamism-dominant (D&D 4E) and I suppose what I'm trying to do - something in between. As Firelance points out, there are other issues where too much realism gets in the way of fun. Everyone's balance point is different, I'm just trying to take the middle ground on this one. This is a dynamic I agree with. It might be harder to do this to the mightiest of heroes but it should always be a threat, regardless even if the probability is low. Doing this creates a death spiral effect which while realistic is not cool. I think when a hero is down on their knees is when they should be able to perform acts of pure heroism and the mechanics need to be there to support this - something which I think my design has accomplished. For me, the D&D HP system has been a bugbear for me in every edition - simply because it is trying to embody two separate things. The splitting of these nullifies pretty much every hp anomaly (be it falling from height, curing light wounds not really curing light wounds, natural healing anomalies, bizarre damage situations that the DM has to explain etc.) Some like hps and 95% of the time, they do the job more than admirably. I'd just like this to be 100% of the time without too much extra effort. I can see where you're coming from here but again, you're talking about a death spiral effect. Realistic, but for me, not as much fun. YMMV :) Best Regards Herremann the Wise [/QUOTE]
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