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General Tabletop Discussion
*Dungeons & Dragons
Hit Points are a great mechanic
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<blockquote data-quote="Voranzovin" data-source="post: 9763983" data-attributes="member: 7020495"><p>Forgive me for responding to a post from a week ago, but I can't keep up with these threads!</p><p></p><p>Anyway, this right here is the correct answer. Hit points will make an absolute mess of your games fiction. They are impossible to square with other systems in the game like healing and poison. They're bad for simulation because they make absolutely no sense. They're bad for narrative because they dont actually mean anything. They're bad for gameplay because any system that describes a creatures toughness through a purely abstract numerical value will, given sufficient time and abrasion, inevitably bloat.</p><p></p><p>The only thing worse then hit points is <em>literally everything else. </em>Wound tracks add too much complexity and frequently result in death spirals. "Debilities" and other similar systems work fine in a PBTA but dont work in a game like DnD where "how far am I from death?" is an important tactical consideration. WP/VP is just hit points, but even more impossible to square with any kind of meaningful fiction.</p><p></p><p>Hit points <em>are</em> a great game mechanic.. .but only because we're grading on a curve.</p></blockquote><p></p>
[QUOTE="Voranzovin, post: 9763983, member: 7020495"] Forgive me for responding to a post from a week ago, but I can't keep up with these threads! Anyway, this right here is the correct answer. Hit points will make an absolute mess of your games fiction. They are impossible to square with other systems in the game like healing and poison. They're bad for simulation because they make absolutely no sense. They're bad for narrative because they dont actually mean anything. They're bad for gameplay because any system that describes a creatures toughness through a purely abstract numerical value will, given sufficient time and abrasion, inevitably bloat. The only thing worse then hit points is [I]literally everything else. [/I]Wound tracks add too much complexity and frequently result in death spirals. "Debilities" and other similar systems work fine in a PBTA but dont work in a game like DnD where "how far am I from death?" is an important tactical consideration. WP/VP is just hit points, but even more impossible to square with any kind of meaningful fiction. Hit points [I]are[/I] a great game mechanic.. .but only because we're grading on a curve. [/QUOTE]
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Hit Points are a great mechanic
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