Hit Points?

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.

For options that can be "nested" inside another options, I think it makes sense to write the basic framework once, and then swap out components of that option family.

I can imagine nesting the classic hit point system inside a lightly detailed lingering wound system inside a very detailed lingering wound system. This is a dial for a wp/vp point system which would be equivalent to pure hp at its lowest level of complexity.

The reason for doing something like this is more than just preventing some redundancy in the optional rules themselves, it also means any game elements that deal with wounds elsewhere in D&D work the same way for all of them, and that the DM can temporarily elevate the dial in special cases without introducing rule contradictions. For example, suppose vampire bites cause wounds on a critical hit. I don't want to write a version of the vampire without the wound, plus different wounds for the different levels of complexity. Rather, it is much better to write it once and work with all the dials.

Suppose I'm fighting vampires with the lowest (hp only) dial. Most wounds are simply ignored (the null wound), but maybe the DM loves the flavor of the vampire's critical wound and temporarily elevates the dial just for that kind of wound. The game continues perfectly well and without corner cases because the hp-only setting knows about wounds, it's just that the only wounds that normally appear can be transparently ignored. In this case, however, the wound really occurs. Now suppose the cleric's "cure light wounds" ability either removes a minor wound *or* gives the user 15 hit points. Normally the cleric in this game only ever grants hit points, because all wounds are null wound and can be ignored. Nevertheless, the spell was written to be aware of wounds so it would work with all settings on the complexity dial. In this rare case (at least for this particular campaign) the cleric can use it to remove the effect of the vampire's bite.

Or maybe the game uses the highly detailed wound system, where the wound location is rolled randomly and causes additional effects based on this. But in our vampire battle perhaps the DM just decides the wound goes to the victim's neck, period. Either way, this setting of the dial doesn't require rewriting the vampire's stat block because the complexity dial modifies the base wound in a perfectly enclosed way.

I think this is an elegant way to make modularity operate smoothly. First define a default, what "most" people will use. Then define a lighter version of it, but one which has a "dim awareness" of the part it functionally ignores. Then define a heavier version which modifies the normal method in some more-or-less self-enclosed fashion. Then write the rest of the game assuming the default.
 

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I would like to see hit points for exactly as what they sound like. Hoe many hits you can take before succumbing.

its just a step up from what they tried to do, if a 27 HP kobold is designed to be brought down with 3 hits, then why not just give it 3 hit points? three hits and it's done.
 

I'd like to see a system that just covers my basic requirements (some possibility of death for everyone, and some acknowledgement of consequences for battle). I think it's best achieved by having two damage commodities (vitality and wound, nonlethal and lethal, whatever) and using them both.

On top of that, you can either graft options for super-powerful advancement and instant healing, or more specific injury penalties and bleeding wounds.
 

I must admit, our games err on the gritty side. We loved trying to keep PCs alive at low levels.

However, I was not a fan of the VP/WP system (used in Star Wars d20) - much preferred Saga (which I seem to champion a lot). The Condition Track meant something. Would like to see something like that again :)
 

Giving the desire for unity, there will be HP. There will not be VP/WP (well, not exactly...), wound systems, or condition tracks. No death spirals. Though they be optional a ways down the road.

Its possible that there may be the "really low" starting hp option for the hardcore. But I kind a doubt it. I hope we don't see the hp/dmg bloat of 4E, but lower level characters will have more compared to 3E and earlier.

I think the open questions are:

*how fast will hp increase? In the interest of unity, the old HD may be back...though this can lead to pretty high hp, and again we are back on the high hp high dmg treadmill, and in general a steeper power curve which is sort of a hastle for the DM.

*monster hp and minions: do we just go back to kobolds with low hp, or kobolds with 25 hp and kobold minions? Hopefully absolute and relative monster hp go down. Not sure on minions.

*Healing: what should be the real focus of the thread. Surges are ok, but something else to track, and not really a "unity" mechanic". That might be something that could be optional. But we might also see reserve points, or a kind of veiled VP/WP system where you just heal a lot after combat, unless for some reason you don't. Overall, I am guessing this may be a major "dial".
 

I would like to see hit points for exactly as what they sound like. Hoe many hits you can take before succumbing.

its just a step up from what they tried to do, if a 27 HP kobold is designed to be brought down with 3 hits, then why not just give it 3 hit points? three hits and it's done.

Three hits with a barely-pointed stick or three hits with a katana?
 

Three hits with a barely-pointed stick or three hits with a katana?

Both, or none. Weapons or powers could then come in all flavors of how many hits they are worth. 3[w] powers are now 3 hit powers. weapon damage types could come back for modifiers, slashing damage does 2x hit value against X type of creature.

the idea needs to be refined but in 4e a standard monster is already designed to survive about X amount of hits. why not just take a step back and codify it rather then make it granular.
 

What should Hit Points look like in the new edition?
Hit points have always been one of D&D's greatest strengths and one of its greatest weaknesses.

Many people have left the game because hit points strain credibility, make no sense, etc., but many of them come right back, because hit points work, even if they can't tell you quite why.

The designers of 4E made an interesting leap halfway across the chasm between hit points as health and hit points as mojo. They quite explicitly defined minions as having negative plot protection and just one hit point, they added non-healing healing, etc., but they kept hit points in their narrow role as points of "damage" you take on a "hit" (or sometimes simply from an "attack"), with larger weapons doing more damage, and tougher characters having more hit points.

I'd like to see them take the next step and define hit points purely as mojo, with saves or defenses representing actual ability to avoid a hit or take a hit. So an unimpressive hobbit burglar could have low abilities but lots of plot protection, while a star-crossed veteran might die in the opening clash of the battle. What we now call hit points would be usable to boost your saves or defenses against anything -- spells, traps, whatever -- and wouldn't necessarily require magical healing potions to restore.
 

The 4e HP model is perfect for me. I don't want to see many if any changes. You get somewhere between 20-30 at level 1 and approx. 5 per level thereafter. Simple and easy.

A first level PC should at least be able to survive 4 to 5 hits from a level 1 monster before going down. Maybe drop some of the monster HPs a little so they go down faster.

No random HD please. That's one sacred cow that should stay dead and buried.
 

As a 4e fan I really like the way 4e did it. Though I have no problem with a slower hit point increase per level. I also would have no objection to swingier fights by such mechanics as critical dice multipliers.

If there is to be any lingering wounds system it should be tied to healing surges. Or entering the dying condition.

I do not see a non hit point based system for 5e. Hit points are a core D&D value.
 

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