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General Tabletop Discussion
*Dungeons & Dragons
Hit Points are a great mechanic
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<blockquote data-quote="GMMichael" data-source="post: 9763173" data-attributes="member: 6685730"><p>No, I was talking about hit points. Fixed or random, if an amount of damage is a small enough percentage of your opponent's total HP, the coolness of your move won't mean diddly to your opponent. Heck, an overwhelmed GM, who has too many things to keep track of, can record 90% damage to an NPC and that NPC will still appear fresh from the barracks (until it reaches zero HP).</p><p></p><p></p><p>The reason is that the system is simple. Another one of the oldest abstractions is three lives, no hit points. You get a soft reset upon taking a mortal blow. I'd try it - you might get more teamwork out of your allies if they all felt a lot more fragile.</p><p></p><p></p><p>Modos RPG uses ascending damage. No hit points, you just have a maximum damage threshold. One thing it changes is that you don't have to do any subtraction in the middle of all the addition. Until you don armor, that is. Even then, it's mostly single-digit-math.</p><p></p><p>There's no reason why the enemy's rising damage couldn't unlock special moves . . .</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9763173, member: 6685730"] No, I was talking about hit points. Fixed or random, if an amount of damage is a small enough percentage of your opponent's total HP, the coolness of your move won't mean diddly to your opponent. Heck, an overwhelmed GM, who has too many things to keep track of, can record 90% damage to an NPC and that NPC will still appear fresh from the barracks (until it reaches zero HP). The reason is that the system is simple. Another one of the oldest abstractions is three lives, no hit points. You get a soft reset upon taking a mortal blow. I'd try it - you might get more teamwork out of your allies if they all felt a lot more fragile. Modos RPG uses ascending damage. No hit points, you just have a maximum damage threshold. One thing it changes is that you don't have to do any subtraction in the middle of all the addition. Until you don armor, that is. Even then, it's mostly single-digit-math. There's no reason why the enemy's rising damage couldn't unlock special moves . . . [/QUOTE]
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Hit Points are a great mechanic
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