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Hit points explained
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<blockquote data-quote="Harzel" data-source="post: 7208760" data-attributes="member: 6857506"><p>Just to note - I think this is interesting; the questions below are not intended to be hostile even though some might sound 'pointed'.</p><p></p><p>Questions: (acknowledging that this is just a sketch, so not everything may have answers)</p><ol> <li data-xf-list-type="ol">I think you answered this, but just to confirm - are there still attack rolls and only hits require the expenditure of saves to avoid consequences?</li> <li data-xf-list-type="ol">It sounds like not all saves would be applicable to all attacks, e.g., you can't parry a fireball. But what does the applicability mapping look like? I mean its general properties, not complete details. In particular, are there a set of attack types that each have a set of saves that apply only to that attack type, or are there some saves that apply to multiple attack types? (The latter could lead to player decisions that are either 'interesting' or frustrating depending on tastes.)</li> <li data-xf-list-type="ol">You mention the possibility of a 'take it on my shield' save. If you had that, would shields then provide only that benefit (essentially DR), or would they still contribute to lessening the possibility of getting hit (AC)? Similarly would armor still be AC, or function as DR, or both?</li> <li data-xf-list-type="ol">Among the benefits you list 'You actually know when you are wounded, rather than "low on luck right now".' Are you pointing here only to the specificity of having different types of saves, or do you mean in addition that you see as a benefit excluding 'things like luck'? If the latter, then what is the criterion for including/excluding the various 'traditional' interpretations of hit points - that they have a very specific narrative associated with them?</li> <li data-xf-list-type="ol">With respect to "You actually know what happened when you didn't get killed or suffer the consequences." - it seems like it is a little more than this, since even with HP, the DM's narrative can tell you what happened. It seems like it is more that a) the player decides instead of the DM, b) there is now a fixed set of things that can happen, c) each thing can happen a fixed number of times, d) there is a tracking mechanism for what has happened. Which of those do you see as actual benefits vs. just accidents of how you happened to express the idea?</li> </ol></blockquote><p></p>
[QUOTE="Harzel, post: 7208760, member: 6857506"] Just to note - I think this is interesting; the questions below are not intended to be hostile even though some might sound 'pointed'. Questions: (acknowledging that this is just a sketch, so not everything may have answers) [LIST=1] [*]I think you answered this, but just to confirm - are there still attack rolls and only hits require the expenditure of saves to avoid consequences? [*]It sounds like not all saves would be applicable to all attacks, e.g., you can't parry a fireball. But what does the applicability mapping look like? I mean its general properties, not complete details. In particular, are there a set of attack types that each have a set of saves that apply only to that attack type, or are there some saves that apply to multiple attack types? (The latter could lead to player decisions that are either 'interesting' or frustrating depending on tastes.) [*]You mention the possibility of a 'take it on my shield' save. If you had that, would shields then provide only that benefit (essentially DR), or would they still contribute to lessening the possibility of getting hit (AC)? Similarly would armor still be AC, or function as DR, or both? [*]Among the benefits you list 'You actually know when you are wounded, rather than "low on luck right now".' Are you pointing here only to the specificity of having different types of saves, or do you mean in addition that you see as a benefit excluding 'things like luck'? If the latter, then what is the criterion for including/excluding the various 'traditional' interpretations of hit points - that they have a very specific narrative associated with them? [*]With respect to "You actually know what happened when you didn't get killed or suffer the consequences." - it seems like it is a little more than this, since even with HP, the DM's narrative can tell you what happened. It seems like it is more that a) the player decides instead of the DM, b) there is now a fixed set of things that can happen, c) each thing can happen a fixed number of times, d) there is a tracking mechanism for what has happened. Which of those do you see as actual benefits vs. just accidents of how you happened to express the idea? [/LIST] [/QUOTE]
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