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<blockquote data-quote="Neonchameleon" data-source="post: 6257611" data-attributes="member: 87792"><p>Now to me this makes no sense at all. "Your arm is off". There is not only no allowance for this in the mechanics, there is a distinct absence of allowance for this. You have two functional arms.</p><p></p><p>Under a hit point model unless you drop below zero you can <em>never</em> be significantly more beaten up than Indiana Jones in Raiders of the Lost Ark or John McClane in Die Hard (not counting the broken glass on the floor). The mechanics are clear that you are not functionally impeded and you never need the <a href="http://www.d20srd.org/srd/spells/regenerate.htm" target="_blank">Regeneration</a> spell to recover hit points. Indeed the Regeneration spell, by its presence in the core rules, defines most wounds as not needing such healing. As for recovery times? The very longest recoveries in hit points in any edition of D&D (4 weeks) is about as long as it takes a marathon runner to return to race fitness.</p><p></p><p></p><p></p><p>But you're still just peachy. You can run as fast as you could. You can hit as hard as you could. You're in no practical pain and able to dive out of the way of spells as well as you could. On 1hp you are <em>every bit as capable as you were at full hp</em> other than at taking direct damage. As such I find hit points an epic fail for modelling injury - if they were tied to injury levels and a death spiral as in GURPS or WoD things would be different. But we know one thing to be true. As long as you have at least one hit point you have not taken and wounds that slow you down - in other words you have taken no serious wounds.</p><p></p><p></p><p></p><p>For me <em>strength</em> damage on a miss when armour is deflection is simple. The blow that hit the armour and didn't penetrate, but still was hard enough to bruise you underneath. Or the blow you parried - but was hard enough to leave your sword arm ringing. It's a beatdown rather than finesse approach.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6257611, member: 87792"] Now to me this makes no sense at all. "Your arm is off". There is not only no allowance for this in the mechanics, there is a distinct absence of allowance for this. You have two functional arms. Under a hit point model unless you drop below zero you can [I]never[/I] be significantly more beaten up than Indiana Jones in Raiders of the Lost Ark or John McClane in Die Hard (not counting the broken glass on the floor). The mechanics are clear that you are not functionally impeded and you never need the [URL="http://www.d20srd.org/srd/spells/regenerate.htm"]Regeneration[/URL] spell to recover hit points. Indeed the Regeneration spell, by its presence in the core rules, defines most wounds as not needing such healing. As for recovery times? The very longest recoveries in hit points in any edition of D&D (4 weeks) is about as long as it takes a marathon runner to return to race fitness. But you're still just peachy. You can run as fast as you could. You can hit as hard as you could. You're in no practical pain and able to dive out of the way of spells as well as you could. On 1hp you are [I]every bit as capable as you were at full hp[/I] other than at taking direct damage. As such I find hit points an epic fail for modelling injury - if they were tied to injury levels and a death spiral as in GURPS or WoD things would be different. But we know one thing to be true. As long as you have at least one hit point you have not taken and wounds that slow you down - in other words you have taken no serious wounds. For me [I]strength[/I] damage on a miss when armour is deflection is simple. The blow that hit the armour and didn't penetrate, but still was hard enough to bruise you underneath. Or the blow you parried - but was hard enough to leave your sword arm ringing. It's a beatdown rather than finesse approach. [/QUOTE]
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