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*Dungeons & Dragons
Hp as meat and abstraction
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<blockquote data-quote="Lokiare" data-source="post: 6257140" data-attributes="member: 83996"><p>Some people in this thread are missing the point. This discussion is not about whether hp are meat or not, its about how we can get both views in the game with the least amount of rules.</p><p></p><p>Whether or not HP is stamina which can be worn down which leads to an actual killing blow or whether they are literally carving off pieces of meat is moot.</p><p></p><p>The point is there are at least 2 very different styles of play. We need to come up with a way to allow both play styles into the game with the least amount of rules.</p><p></p><p>My suggestion in the first post was that for damage on a miss for melee weapon attacks would key off missing by only a few points. This would simulate the target creature blocking or their armor (natural or otherwise) absorbing most of the blow, but the attack is so powerful that some of it still gets through.</p><p></p><p>This would be demonstrated by those movies where you see people sword fighting but one of them shakes their hand after blocking several blows from a stronger opponent because their opponents attacks are way too powerful. That is damage on a near miss. This makes it believable to both groups.</p><p></p><p>What are other rules we can use or changes to rules we can use to allow both camps to be able to play how they want?</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6257140, member: 83996"] Some people in this thread are missing the point. This discussion is not about whether hp are meat or not, its about how we can get both views in the game with the least amount of rules. Whether or not HP is stamina which can be worn down which leads to an actual killing blow or whether they are literally carving off pieces of meat is moot. The point is there are at least 2 very different styles of play. We need to come up with a way to allow both play styles into the game with the least amount of rules. My suggestion in the first post was that for damage on a miss for melee weapon attacks would key off missing by only a few points. This would simulate the target creature blocking or their armor (natural or otherwise) absorbing most of the blow, but the attack is so powerful that some of it still gets through. This would be demonstrated by those movies where you see people sword fighting but one of them shakes their hand after blocking several blows from a stronger opponent because their opponents attacks are way too powerful. That is damage on a near miss. This makes it believable to both groups. What are other rules we can use or changes to rules we can use to allow both camps to be able to play how they want? [/QUOTE]
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