Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
HitPoints fluff and crunch in 4th ed d&d
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kennew142" data-source="post: 4126361" data-attributes="member: 18490"><p>I heard one of the designers (I can't remember which one, but I think it was on the most recent podcast) use this analogy:</p><p></p><p>hit points = per encounter hit points</p><p>healing surges = daily hit points</p><p></p><p>Wherever I heard it, I like it.</p><p></p><p>I believe that hit points will be distributed to character classes based on role, not on power source. It's necessary to have differing hit point formulas in order to model the different roles of the classes. Defenders are expected to soak damage. Controllers are expected to avoid it.</p><p></p><p>As far as I know, hit points in D&D have never been described as raw physical toughness. They've always been a combination of things that include toughness, luck, combat skill, divine favor, etc.... While the mechanics of earlier editions have never actually reflected the flavor, 4e appears to have finally come up with a mechanic that accurately models hp as described. IMO this is a good thing.</p><p></p><p>BTW, I have no problem with games (even D&D games) in which hp reflect only physical toughness. I just don't think that D&D (by the RAW) has ever been that game.</p><p></p><p>I ran RQ and GURPS for years. Those games require a mechanic for avoiding hits (parrying/dodging/etc...) in order for a character to survive. They also used armor as DR. Combat (IMO) became boring with experienced characters. The attacker hits, and the defender parries - ad nauseam. Once the attacker does get past the defender's defenses, armor subtracted from the damage done.</p><p></p><p>In one RQ battle, I saw five melee rounds go by before anyone ever landed a blow that damaged an opponent. Then, one character scored a critical hit with an impaling weapon to the BBEG's head and the battle was over. In other words, damage became binary. The first one to actually land a good blow won the fight. It <em>may</em> have been more realistic, but it got boring pretty quickly.</p><p></p><p>Despite its lack of realism, and wonky mechanics, I'll take the D&D combat system any day. It is just more fun to hit and do damage (winning through attrition) than it is to have every action negated until that one lucky blow.</p><p></p><p>The HERO system was better (although no more realistic), but the complexity of the system was a drag for our group.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4126361, member: 18490"] I heard one of the designers (I can't remember which one, but I think it was on the most recent podcast) use this analogy: hit points = per encounter hit points healing surges = daily hit points Wherever I heard it, I like it. I believe that hit points will be distributed to character classes based on role, not on power source. It's necessary to have differing hit point formulas in order to model the different roles of the classes. Defenders are expected to soak damage. Controllers are expected to avoid it. As far as I know, hit points in D&D have never been described as raw physical toughness. They've always been a combination of things that include toughness, luck, combat skill, divine favor, etc.... While the mechanics of earlier editions have never actually reflected the flavor, 4e appears to have finally come up with a mechanic that accurately models hp as described. IMO this is a good thing. BTW, I have no problem with games (even D&D games) in which hp reflect only physical toughness. I just don't think that D&D (by the RAW) has ever been that game. I ran RQ and GURPS for years. Those games require a mechanic for avoiding hits (parrying/dodging/etc...) in order for a character to survive. They also used armor as DR. Combat (IMO) became boring with experienced characters. The attacker hits, and the defender parries - ad nauseam. Once the attacker does get past the defender's defenses, armor subtracted from the damage done. In one RQ battle, I saw five melee rounds go by before anyone ever landed a blow that damaged an opponent. Then, one character scored a critical hit with an impaling weapon to the BBEG's head and the battle was over. In other words, damage became binary. The first one to actually land a good blow won the fight. It [I]may[/I] have been more realistic, but it got boring pretty quickly. Despite its lack of realism, and wonky mechanics, I'll take the D&D combat system any day. It is just more fun to hit and do damage (winning through attrition) than it is to have every action negated until that one lucky blow. The HERO system was better (although no more realistic), but the complexity of the system was a drag for our group. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
HitPoints fluff and crunch in 4th ed d&d
Top