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General Tabletop Discussion
*Dungeons & Dragons
Hit Points are a great mechanic
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<blockquote data-quote="TheSword" data-source="post: 9762839" data-attributes="member: 6879661"><p>I think HP are a great mechanic for what D&D is trying to achieve. Cinematic, heroic combat, where the hero pulls themselves back up and keeps on going. It makes it fast, simple and requires relatively little thought or emotional investment in game that is predominately driven by combat.</p><p></p><p>Not all games run that way though. I’m running three different WFRP 4e campaign at the moment. That system has wounds in place of Hp. When you’re wounds are gone hits deal lingering injuries like broken bones, amputations, pulled muscles, bleeding etc.</p><p></p><p>One character has a broken collar bone on the third level of Undermountain. She’s a mage so can still contribute but it hurts and the rest of the party are protecting her while deciding whether they can make it through to their objective in Skullport. In another party, the trapper has fractured his hip. It’s slowing him down but he can still use his sling. The mechanical penalties - reduced Agility and Strength are causing him to play his character differently.</p><p></p><p>In a more nuanced game like WFRP 4e then you can indulge this a bit more and lean into outcomes to combat that aren’t just win or death. It wouldn’t work for 5e and I’m ok with that but let’s not assume it doesn’t work in any system.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9762839, member: 6879661"] I think HP are a great mechanic for what D&D is trying to achieve. Cinematic, heroic combat, where the hero pulls themselves back up and keeps on going. It makes it fast, simple and requires relatively little thought or emotional investment in game that is predominately driven by combat. Not all games run that way though. I’m running three different WFRP 4e campaign at the moment. That system has wounds in place of Hp. When you’re wounds are gone hits deal lingering injuries like broken bones, amputations, pulled muscles, bleeding etc. One character has a broken collar bone on the third level of Undermountain. She’s a mage so can still contribute but it hurts and the rest of the party are protecting her while deciding whether they can make it through to their objective in Skullport. In another party, the trapper has fractured his hip. It’s slowing him down but he can still use his sling. The mechanical penalties - reduced Agility and Strength are causing him to play his character differently. In a more nuanced game like WFRP 4e then you can indulge this a bit more and lean into outcomes to combat that aren’t just win or death. It wouldn’t work for 5e and I’m ok with that but let’s not assume it doesn’t work in any system. [/QUOTE]
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Hit Points are a great mechanic
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