Hit Points?

Ability score damage and/or buffs and the resulting cascade of number changes across the character sheet is one 3e "innovation" that I'm glad 4e jettisoned. I occasionally play PF and it drives me nuts.
I don't particularly like tracking the effects of ability damage either (con damage subtracts hit points based on your level and then what? yikes.). Then again, if the rules were such that they were easier to track, a world of new design possibilities opens up.

Plus, nothing warms my heart like telling a player their character just took ability damage. :devil:
 

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My preference would be to see Hit Points ditched for a True20 Damage save. barring that I like the increase in hit points for starting characters. However, I would like to see them stay static. No increase per level.

I also want to see them less abstract. Much of the things abstracted are already handled or could be

1 Luck/Divine favor: this can be modeled by a good Action Points/Hero Point mechanic that works like True20 Conviction or M&M Hero Points. Luck feats or powers could grant more luck in the form of action points/hero points

2. Skill: In 3e we have full defense, combat expertise, 4e has the level bonus to defense.

3. Some kind of last ditch defense could be handled with a maneuver, action/hero points, feats or combination of the all of them.


The other option is to split hit points into physical that stays the same and another pool.
 

Ability score damage and/or buffs and the resulting cascade of number changes across the character sheet is one 3e "innovation" that I'm glad 4e jettisoned. I occasionally play PF and it drives me nuts..

I don't recall how Pathfinder handles it. However, I agree, that I did not like the default method of ability score damage. Thankfully, there was an option in the DMG that didn't require you to change ability scores. For every two points of ability damage, you simply marked down as a -1 penalty to associated rolls. Nice and simple
 



To me, there are actually a number of issues under the broad heading of hit points, and a few "dials" which could be tweaked, depending on what gaming experience you want:

1. Hits to Kill: At the most basic, hit points are simply a more granular way of working out how many successful attack rolls (hits) it takes to kill a PC or a monster. Lower hits to kill (lower hit points compared to "standard" damage per hit, however that is defined) would make characters and monsters more fragile. This would (of course) result in shorter fights, but also (perhaps more importantly where preferences are concerned) swingier fights - in the sense that luck plays more of a role in determining the final outcome. Higher hits to kill would result in longer fights, but give player decision-making a larger role in determining the outcome of the fight. Possibly, the game could have some dial that allows players to set the "hits to kill" level wherever they like: those that prefer shorter, swingier fights could set it at one or two, and those who prefer longer fights that place more emphasis on player decision-making could set it at three or four.

As a side note, you could cut out hit points entirely, and run the game completely on a "hits to kill" basis, but the increased granularity of hit points allows for more marginal trade-offs, e.g. 10% higher accuracy for 10% lower damage (or vice-versa), 10% lower defenses for 10% higher damage (or vice-versa), etc. If there was no middle ground between dealing one "hit" worth of damage and two "hits" worth of damage with a single attack, the two "hit" attack would probably need to be balanced somehow, e.g. with rarity or with significant penalties to accuracy or defence.

2. Hit Point Pools: The simplest approach, the one that most people are used to even if they do not play D&D itself, is to just have a single pool of hit points: any damage taken is deducted from this pool, and any healing received is added to this pool. At higher levels of complexity, you could differentiate bewteen physical and non-physical hit points (a VP/WP system) or even come up with various other hit point pools such as divine favor or luck, ablative magical protection, etc. Each of these pools could have different and distict mechanics for depletion and recovery. The advantage of a single pool is ease of tracking. The advantage of more pools is they can add to immersion and "realism", especially if each pool has a distinct recovery mechanism (physical wounds can be mitigated with mundane skill but require time or magic to heal completely, vigor can be restored with a short rest, divine favor requires you to act in ways that please your deity, etc.).

3. Wounds and Longer-Term Effects: Again, the simplest approach that requires the least amount of tracking would be to have none, and assume that the characters never sustain long-term injuries. A slightly more complex approach would be to impose minor penalties that can be removed after an extended rest. An even more complex approach would be to have a disease track-like mechanism which would allow injuries to worsen or get better over a number of extended rests.

4. Ease and Efficiency of Healing: This might be one of the more complex to adjust. Of course, characters with access to frequent, significant healing would be more resilient (and powerful) than characters without. However, some players prefer games that feature hit point attrition more significantly. One possibility could be to provide a varity of options for healer-type characters: the 4e standard per encounter healing, daily healing abilities, but balanced either in terms of frequency (usable more times per day than encounter-based healing can be used per encounter) or power (each use is more effective than the encounter-based healing ability), or gaining other abilitities to compensate for fewer or less effective healing.
 

I would like to see hit points return to AD&D standards. The average 10th level fighter should have 55 hp. 100 for super tough high con guys . Capping hit die and con bonuses at 9 (or an even 10) should return asap. Whittling down a 500 hit point behemoth is monotonous. Nothing in the game should have over 100 hp, excepting ancient dragons, demon lords, and the like. To keep hp sane, attribute points need to be reigned in dramatically. Cap them at 18 for humans, 19 (or 20 if the 3e system is used) for half-orcs. Magical bonuses should never raise any attribute over 25. AD&D got that right.

I'd also like to see death at 0 hp. The whole negative hit point experience is frustrating. If you're at 10 hit points and get hit for 9, you're better off being hit for 11. That takes you into the negatives, and you'll likely be dismissed as a threat. But at 1 hp, the next hit could easily kill you. Just give everyone an extra 10 hp and at 0 they die.
 
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I'd like to see significantly lower hp and damage. Something like Con + 2/level would keep numbers low enough to suit me.

Wounds with effects might quickly get too complicated, but if done right I would be fine with it.
 

I somehow think that we won't see a lingering wounds system because of the "catering to players of all editions" mentality. For better or worse, I can't tell.
 

I like having negative hit points. Dying at 0 exactly is neither realistic nor a lot of fun. Saving the guy who went down is fun. I like how 4E handled this.

I would like to see hit point pared down for characters. Starting with 15 or so is good and getting 2-4 per level is about right.

And additionally, I would like to see the monsters main defense against death being hit points, not super high defenses or the like.

But bring back lingering things, but not wounds. Poisons and diseases and ability damage worked pretty well in 3.5
 

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