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Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="ExploderWizard" data-source="post: 4630000" data-attributes="member: 66434"><p>I haven't seen the podcast yet, just saw the comments. I totally get the</p><p>abstract nature of hit points. The big issue with this is that the</p><p>large pool of abstract something represents everything from hurt feelings</p><p>to a punctured lung and the same band aids are expected to fix all these</p><p>different issues when there is no fluff, or narration that will help</p><p>that concept make any kind of sense. </p><p> </p><p>Trying to flavor the picture of events that have happened with </p><p>speculation of what might happen just doesn't work. If a fighter drops below 0 hp from a sword shot and I think that the cleric will use </p><p>healing word on his next turn, then I describe the shot as a nasty slash </p><p>to the femoral artery that leaves the fighter bleeding on the floor.</p><p> What if the cleric doesn't get to use that power?</p><p>What if the cleric gets dropped before he gets a turn and the warlord instead says " walk it off son" and the fighter springs back into action?</p><p> The rules are followed and the game moves on but the game world had to get clubbed by the silly bat for this to happen.</p><p></p><p>The system I'm working on now uses hit points and body points.</p><p>Hit points are based completely on class/level or HD and have nothing to do with CON or body mass. Hit points are luck, skill, and general</p><p>moxie. </p><p>HP damage is from things like near misses, glancing blows, and energy</p><p>consumed by fending off the attack. No gut spilling wounds happen from pure hp attacks. Hit points are like fatigue and heal quickly.</p><p></p><p>Body points are based completely on CON and body mass. Class and level</p><p>do not matter. Only living things have body points.Non-living things are destroyed at 0 hp. Body points =CON for creatures up to med. size, CON+5 for large, CON+10 for huge, CON+20 for gargantuan, and CON+40 for colossal.</p><p></p><p>In general, body damage happens when hp run out. Some things such as ingested poison,attacks on a helpless target,ect. do direct body damage.</p><p> Body damage represents actual injury and heals rather slowly.</p><p> Healing magic works on body damage at a much lower rate than it</p><p>does for hit points. A cure light wounds spell might cure 1d8+ of hp damage OR 1 point of body damage at the casters option.</p><p></p><p> The effect is that real wounds take real time or powerful magic to</p><p>heal while hit point damage can be cured easily with rest or magic. </p><p>I am currently developing a simple ratio of how many hp can be regained (percentage of maximum)depending on current body point totals and the effects of body damage on combat/skill related performance. </p><p></p><p> Its still a work in progress.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4630000, member: 66434"] I haven't seen the podcast yet, just saw the comments. I totally get the abstract nature of hit points. The big issue with this is that the large pool of abstract something represents everything from hurt feelings to a punctured lung and the same band aids are expected to fix all these different issues when there is no fluff, or narration that will help that concept make any kind of sense. Trying to flavor the picture of events that have happened with speculation of what might happen just doesn't work. If a fighter drops below 0 hp from a sword shot and I think that the cleric will use healing word on his next turn, then I describe the shot as a nasty slash to the femoral artery that leaves the fighter bleeding on the floor. What if the cleric doesn't get to use that power? What if the cleric gets dropped before he gets a turn and the warlord instead says " walk it off son" and the fighter springs back into action? The rules are followed and the game moves on but the game world had to get clubbed by the silly bat for this to happen. The system I'm working on now uses hit points and body points. Hit points are based completely on class/level or HD and have nothing to do with CON or body mass. Hit points are luck, skill, and general moxie. HP damage is from things like near misses, glancing blows, and energy consumed by fending off the attack. No gut spilling wounds happen from pure hp attacks. Hit points are like fatigue and heal quickly. Body points are based completely on CON and body mass. Class and level do not matter. Only living things have body points.Non-living things are destroyed at 0 hp. Body points =CON for creatures up to med. size, CON+5 for large, CON+10 for huge, CON+20 for gargantuan, and CON+40 for colossal. In general, body damage happens when hp run out. Some things such as ingested poison,attacks on a helpless target,ect. do direct body damage. Body damage represents actual injury and heals rather slowly. Healing magic works on body damage at a much lower rate than it does for hit points. A cure light wounds spell might cure 1d8+ of hp damage OR 1 point of body damage at the casters option. The effect is that real wounds take real time or powerful magic to heal while hit point damage can be cured easily with rest or magic. I am currently developing a simple ratio of how many hp can be regained (percentage of maximum)depending on current body point totals and the effects of body damage on combat/skill related performance. Its still a work in progress. [/QUOTE]
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