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Hit points explained
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<blockquote data-quote="Lanefan" data-source="post: 7205296" data-attributes="member: 29398"><p>First immediate response: keep this physical defense system split out from the current saving throw system (which works fine as is) and use a different term for this new mechanic: call them "Defenses" or whatever and use them for combat only, as opposed to magical effects.</p><p></p><p>If I'm reading this right, when successfully hit the attacked PC's player chooses from a list of available defenses and tallies one off. In effect this is the "damage" taken. Correct?</p><p></p><p>For the mass of goobers just note they each have x number of defenses without bothering to note exactly what each one is. Just like hit points in effect, only you only ever lose one per hit and (as a goober) you only start with three or four; and tracking them ends up the same as tracking their hit points right now.</p><p></p><p>But, some questions:</p><p></p><p>What happens when someone runs out of defenses then gets hit again? Straight death? If yes, then</p><p>- - How does this (or does it at all) allow for and handle unconsciousness?</p><p>- - How does this (or does it at all) allow for and handle injuries or lingering wounds?</p><p>How and when are these defenses recovered? Obviously defenses related to broken equipment are recovered when the equipment is repaired or replaced, but what about dodge or parry or luck saves? Recovered on a long rest? Short rest? Variable depending on defense type? Partial or full recovery?</p><p></p><p>And if you leave it as you've got it now with magic saves mixed in, how does it handle "half-damage" saves e.g. vs a fireball? And, is there still a die roll for saves against magic or does the player just get to pick a defense and apply it? (this would absolutely nerf area-damage effects, most of the time; and completely neuter most single-target magic)</p><p></p><p>Lan-"interesting idea, but..."-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7205296, member: 29398"] First immediate response: keep this physical defense system split out from the current saving throw system (which works fine as is) and use a different term for this new mechanic: call them "Defenses" or whatever and use them for combat only, as opposed to magical effects. If I'm reading this right, when successfully hit the attacked PC's player chooses from a list of available defenses and tallies one off. In effect this is the "damage" taken. Correct? For the mass of goobers just note they each have x number of defenses without bothering to note exactly what each one is. Just like hit points in effect, only you only ever lose one per hit and (as a goober) you only start with three or four; and tracking them ends up the same as tracking their hit points right now. But, some questions: What happens when someone runs out of defenses then gets hit again? Straight death? If yes, then - - How does this (or does it at all) allow for and handle unconsciousness? - - How does this (or does it at all) allow for and handle injuries or lingering wounds? How and when are these defenses recovered? Obviously defenses related to broken equipment are recovered when the equipment is repaired or replaced, but what about dodge or parry or luck saves? Recovered on a long rest? Short rest? Variable depending on defense type? Partial or full recovery? And if you leave it as you've got it now with magic saves mixed in, how does it handle "half-damage" saves e.g. vs a fireball? And, is there still a die roll for saves against magic or does the player just get to pick a defense and apply it? (this would absolutely nerf area-damage effects, most of the time; and completely neuter most single-target magic) Lan-"interesting idea, but..."-efan [/QUOTE]
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