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Hit points as luck
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9753792" data-attributes="member: 32075"><p>Hit points are whatever the GM can intuitively accept and get his players to intuitively accept. In D&D and most of its variants, it's a hash, largely because of the way the various healing spells work. </p><p></p><p>The usual default seems to be treat them as proportional meat-points mixed with luck, combat skill, and such, and then to handwave the inconsistencies. Under this interpretation, a 4 hp character who has taken 2 points of damage has the same degree of physical injury as a 40 hp character who has taken 20 points of damage, with the higher numbers representing the greater difficulty of inflicting that degree of physical injury on the character with the higher numbers. </p><p></p><p>Personally, I'd like to run inflationary hit points as a pure luck/survival skill/combat skill pool, with meat points/actual physical injury being a separate thing. But all the attempts I've seen to implement such a system have fallen to a powerful roaring intuition and desire that there must must must must be ways - common ways, frequently encountered ways - to bypass that hit-point pool and inflict physical meat-point damage directly. And IMHO, having such bypasses available does too much to void the advantages of having an inflationary hit-point system in the first place.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9753792, member: 32075"] Hit points are whatever the GM can intuitively accept and get his players to intuitively accept. In D&D and most of its variants, it's a hash, largely because of the way the various healing spells work. The usual default seems to be treat them as proportional meat-points mixed with luck, combat skill, and such, and then to handwave the inconsistencies. Under this interpretation, a 4 hp character who has taken 2 points of damage has the same degree of physical injury as a 40 hp character who has taken 20 points of damage, with the higher numbers representing the greater difficulty of inflicting that degree of physical injury on the character with the higher numbers. Personally, I'd like to run inflationary hit points as a pure luck/survival skill/combat skill pool, with meat points/actual physical injury being a separate thing. But all the attempts I've seen to implement such a system have fallen to a powerful roaring intuition and desire that there must must must must be ways - common ways, frequently encountered ways - to bypass that hit-point pool and inflict physical meat-point damage directly. And IMHO, having such bypasses available does too much to void the advantages of having an inflationary hit-point system in the first place. [/QUOTE]
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