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Hit points & long rests: please consider?
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<blockquote data-quote="Neonchameleon" data-source="post: 5923102" data-attributes="member: 87792"><p>Because hit points to me do not and have never felt like physical damage. I cut my RP teeth on GURPS. In GURPS when I get hit by an orc with an axe, I know about it. I'm taking shock penalties. Where he hits matters even if I'm a pretty powerful adventurer.</p><p></p><p>In D&D if I'm a fifth level fighter in any edition, an orc can hit me as hard as he likes with an axe. I might say ow. I might play up the hit professional-wrestling style. But ultimately, despite the strength of the orc <em>I am not even slowed</em>. I'm just going to smack the orc back. If the orc had critted me in an even slightly realistic system like GURPS or Rolemaster (and that was my second RPG - Rolemaster or rather its lite version MERP) I'd be looking at brains coming out of the ruins of my head.</p><p></p><p>There is literally no way I can understand an orc attacking an unarmoured or lightly armoured man with an axe, doing the maximum possible physical damage he can, and that man being still standing. Unless hit points are largely a meta-resource.</p><p></p><p>Literally the only hit point loss that to me feels like serious damage as a PC in D&D is a hit that knocks me the wrong side of 0hp. The rest might be nasty bruises, but they certainly aren't being hit by an orc with an axe.</p><p></p><p>I therefore can't reconcile the combination of "Hit points as physical damage" with the intentionally cinematic system set up by gygax for swashbuckling fights and greater endurance. So I consider the luck to be the overwhelmingly dominant part until it goes below 0hp</p><p></p><p>So a dual pool of hp would work? One that's depleted first and restores overnight?</p><p></p><p>Talking about 'incessant chatter' works better when you aren't actually mischaracterising my position. Which is that D&D is a game that needs to be balanced. And one of the balance systems is that everyone should be on the same recharge - I want the wizards hit but will accept a boost to recovery for the really high magic worlds and wizards you want. You have continually evaded this point. Further I consider that the overwhelming majority of hp are luck and skill - see my orc for an illustration why. I don't think damage is just physical damage - but it only starts feeling like primarily physical damage the wrong side of 0hp. This is an interpretation of the rules that works and doesn't contradict them.</p><p></p><p>And long periods of recuperation is <em>what I have in my games</em>. However the balance point for this is apparently anathema to you. You want your magical people to be automatically infused with magic every day but it is somehow anathema to speed up recovery times for fighters when there is that much magic flying around <em>and when fighter toughness is already magical - able to take a hit to the chest from an orc with an axe without slowing</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5923102, member: 87792"] Because hit points to me do not and have never felt like physical damage. I cut my RP teeth on GURPS. In GURPS when I get hit by an orc with an axe, I know about it. I'm taking shock penalties. Where he hits matters even if I'm a pretty powerful adventurer. In D&D if I'm a fifth level fighter in any edition, an orc can hit me as hard as he likes with an axe. I might say ow. I might play up the hit professional-wrestling style. But ultimately, despite the strength of the orc [I]I am not even slowed[/I]. I'm just going to smack the orc back. If the orc had critted me in an even slightly realistic system like GURPS or Rolemaster (and that was my second RPG - Rolemaster or rather its lite version MERP) I'd be looking at brains coming out of the ruins of my head. There is literally no way I can understand an orc attacking an unarmoured or lightly armoured man with an axe, doing the maximum possible physical damage he can, and that man being still standing. Unless hit points are largely a meta-resource. Literally the only hit point loss that to me feels like serious damage as a PC in D&D is a hit that knocks me the wrong side of 0hp. The rest might be nasty bruises, but they certainly aren't being hit by an orc with an axe. I therefore can't reconcile the combination of "Hit points as physical damage" with the intentionally cinematic system set up by gygax for swashbuckling fights and greater endurance. So I consider the luck to be the overwhelmingly dominant part until it goes below 0hp So a dual pool of hp would work? One that's depleted first and restores overnight? Talking about 'incessant chatter' works better when you aren't actually mischaracterising my position. Which is that D&D is a game that needs to be balanced. And one of the balance systems is that everyone should be on the same recharge - I want the wizards hit but will accept a boost to recovery for the really high magic worlds and wizards you want. You have continually evaded this point. Further I consider that the overwhelming majority of hp are luck and skill - see my orc for an illustration why. I don't think damage is just physical damage - but it only starts feeling like primarily physical damage the wrong side of 0hp. This is an interpretation of the rules that works and doesn't contradict them. And long periods of recuperation is [I]what I have in my games[/I]. However the balance point for this is apparently anathema to you. You want your magical people to be automatically infused with magic every day but it is somehow anathema to speed up recovery times for fighters when there is that much magic flying around [I]and when fighter toughness is already magical - able to take a hit to the chest from an orc with an axe without slowing[/I]. [/QUOTE]
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