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Hit Points - Why were they designed to be incoherent?
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<blockquote data-quote="Aehrlon" data-source="post: 5811929" data-attributes="member: 6688640"><p>Quite Simply, Hit Points are easy to use and work. There have been a host of arguments/discussions over the years on this very topic. I don't recall where (perhaps the 1E DMG) but I seem to remember Gary Gygax wrote even back then that HP only represented significant injuries when you were down to your last handful of them. Also, healing was much slower back in those days... and Trolls were feared, even by a LV 7 party. Clerics were definitely needed to have a successful adventuring party. In newer Editions, less so. I'll risk going slightly off topic on HP & recovery & a little about Clerics:</p><p></p><p>As Hit Points are an abstract term, especially when you have more & more of them, I would advocate for something I’ll call <u><em><strong><span style="color: Red"> “After Battle Recovery”</span></strong></em></u>, LOL just a working title.</p><p></p><p> </p><p> The way it could work, after a combat is over, you can choose to ‘Recover’ 1d12 HP +1 per Character Level (or whatever your Hit Die is; using a Barbarian character as an example). Add a d12 every 4 Character Levels (so 2d12+5 at LV 5, 3d12+9 at LV 9, etc). This die would be based on your Class Hit Dice: <span style="font-family: 'Tahoma'"><span style="font-size: 10px">d12 for a Barbarian, d10 for a Fighter/Paladin, d8 for Cleric, d6 for a Rogue & so on, with each class getting a minimum of 3 'Recoveries'. Sure, this means more 'Recovery' for fightery types but they usually sustain more punishment & being naturally tougher, would be able to shake off such 'battle fatigue' easier. But other classes get Recoveries too, just fewer of them and not for as many HP.</span></span></p><p></p><p></p><p>Furthermore, you reduce the type of dice used for each subsequent combat, representing a declining ability to endure battle fatigue, cuts & bruises, general wear and tear of your body. After the next combat your Barbarian only gets d10s… 3rd combat, d8, etc. By the 5th combat, the Barbarian is down to 4-sided dice and not regaining much at all, even at higher levels. a Fighter would get 4 such Recoveries (d10, d8, d6, d4). A Rogue only 3 (d6, d6, d4). Then you would have to camp and rest to reset your “Recovery” cycle (& it would make sense that you get some healing for camping/resting, of course, say 1HP/LV + CON bonus). This whole idea differs from 4E Healing Surges in a few ways. First of, you get less Recoveries than you would Healing Surges. Also, Healing Surges or for 1/4 of your total HP; my idea is for less and further declines each time until your last Recovery is used. And it's more than likely that my idea for Recoveries while useful, wouldn't get you back up to full HP very often... part of the idea.</p><p> </p><p></p><p>Adventuring parties that had a Cleric among them would certainly fare better, be able to get healed <strong><u>DURING</u></strong> a battle (via Spells) and wouldn’t have to camp as often. AND maybe a Cleric could augment your “After Battle Recovery” by adding an extra die to another's Recovery 3 times/day + WIS modifier, representing "Being under the care of a Healer". Just my 2CP. WotC, feel free to use this idea, heheh. I'm planning on using it in future 3.5 and/or Pathfinder games.</p><p></p><p></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 10px">Another benefit: getting to use d12s & those other oft neglected dice!!</span></span></p></blockquote><p></p>
[QUOTE="Aehrlon, post: 5811929, member: 6688640"] Quite Simply, Hit Points are easy to use and work. There have been a host of arguments/discussions over the years on this very topic. I don't recall where (perhaps the 1E DMG) but I seem to remember Gary Gygax wrote even back then that HP only represented significant injuries when you were down to your last handful of them. Also, healing was much slower back in those days... and Trolls were feared, even by a LV 7 party. Clerics were definitely needed to have a successful adventuring party. In newer Editions, less so. I'll risk going slightly off topic on HP & recovery & a little about Clerics: As Hit Points are an abstract term, especially when you have more & more of them, I would advocate for something I’ll call [U][I][B][COLOR=Red] “After Battle Recovery”[/COLOR][/B][/I][/U], LOL just a working title. The way it could work, after a combat is over, you can choose to ‘Recover’ 1d12 HP +1 per Character Level (or whatever your Hit Die is; using a Barbarian character as an example). Add a d12 every 4 Character Levels (so 2d12+5 at LV 5, 3d12+9 at LV 9, etc). This die would be based on your Class Hit Dice: [FONT=Tahoma][SIZE=2]d12 for a Barbarian, d10 for a Fighter/Paladin, d8 for Cleric, d6 for a Rogue & so on, with each class getting a minimum of 3 'Recoveries'. Sure, this means more 'Recovery' for fightery types but they usually sustain more punishment & being naturally tougher, would be able to shake off such 'battle fatigue' easier. But other classes get Recoveries too, just fewer of them and not for as many HP.[/SIZE][/FONT] Furthermore, you reduce the type of dice used for each subsequent combat, representing a declining ability to endure battle fatigue, cuts & bruises, general wear and tear of your body. After the next combat your Barbarian only gets d10s… 3rd combat, d8, etc. By the 5th combat, the Barbarian is down to 4-sided dice and not regaining much at all, even at higher levels. a Fighter would get 4 such Recoveries (d10, d8, d6, d4). A Rogue only 3 (d6, d6, d4). Then you would have to camp and rest to reset your “Recovery” cycle (& it would make sense that you get some healing for camping/resting, of course, say 1HP/LV + CON bonus). This whole idea differs from 4E Healing Surges in a few ways. First of, you get less Recoveries than you would Healing Surges. Also, Healing Surges or for 1/4 of your total HP; my idea is for less and further declines each time until your last Recovery is used. And it's more than likely that my idea for Recoveries while useful, wouldn't get you back up to full HP very often... part of the idea. Adventuring parties that had a Cleric among them would certainly fare better, be able to get healed [B][U]DURING[/U][/B] a battle (via Spells) and wouldn’t have to camp as often. AND maybe a Cleric could augment your “After Battle Recovery” by adding an extra die to another's Recovery 3 times/day + WIS modifier, representing "Being under the care of a Healer". Just my 2CP. WotC, feel free to use this idea, heheh. I'm planning on using it in future 3.5 and/or Pathfinder games. [FONT=Tahoma][SIZE=2]Another benefit: getting to use d12s & those other oft neglected dice!![/SIZE][/FONT] [/QUOTE]
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Hit Points - Why were they designed to be incoherent?
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