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*Dungeons & Dragons
Hp as meat and abstraction
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<blockquote data-quote="I'm A Banana" data-source="post: 6257625" data-attributes="member: 2067"><p>So, as far as "all playing under one roof" goes, I think HP needs to always be at least a little meat -- under typical D&D conditions, that last hit will always risk your death, so something that causes damage *has* to be at least potentially deadly. That last 1 hp? Definitely meat. If someone insults your morale or steals your luck and you wind up <strong>at risk of death</strong>, it's clear that there was some physical injury going on. However much of the rest of the HP needs to be meat is probably up to different tables, and in order to support the two "extremes" of the continuum, the game need only avoid explicit morale-based healing and explicit injury-based damage (except as optional modules). The healing rate can be defined as flexible: a "short rest" might mean 5 minutes, 8 hours, one week, a month....and those are different places on the contiuum of "realistic injury" --> "who cares?"</p><p></p><p></p><p></p><p>I don't require a mechanical representation of this beyond "you are not at full HP." In fact, I'm actively against such a mechanical representation in most of my games because <em>uuuuuuuuugh, fiddly little injury mechanical modifier blah</em>. </p><p></p><p>Because if you are a big damn hero and we are playing a game of absurd cartoonish hyper-violence where the narration of "your arm just came off" is something that would happen, the fact that your arm just got ripped off means doodley-squat to how adequately you perform all your other actions. Guess your two-weapon wielding ranger puts his sword hilt in his teeth and <em>continues to rock hard</em>. That missing arm just makes you less able to defend yourself against the next attack (which is why you're closer to 0 hp). </p><p></p><p>No mechanical representation necessary or desired. Quite the opposite, mechanical representation of that missing arm would injure the cartoonish hyper-violence wahoo awesomeness. </p><p></p><p>Of course, if that's not the tone I want, that's not the narration I use. 8 points of damage could be "your arm's off" or it could be "scratched up" or it could be "bleeding a little" or it could be "a slow, seeping wound" or it could be whatever injury makes sense in the moment for me and the people I'm playing with. If HP model injury, those injuries need not necessarily be severe. It can be all nicks and scratches and bruises and mild concussions until you hit 0 hp (or even then, sometimes!). </p><p></p><p>And in no case do I need or want any rules beyond HP for any of that.</p><p></p><p></p><p></p><p>You're a badass fantasy hero. If the only weakness you suffer after taking some injury is a susceptibility to more serious future injuries...sounds good to me. </p><p></p><p></p><p></p><p>Totally. Damage on a miss doesn't destroy HP as injury for me.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6257625, member: 2067"] So, as far as "all playing under one roof" goes, I think HP needs to always be at least a little meat -- under typical D&D conditions, that last hit will always risk your death, so something that causes damage *has* to be at least potentially deadly. That last 1 hp? Definitely meat. If someone insults your morale or steals your luck and you wind up [B]at risk of death[/B], it's clear that there was some physical injury going on. However much of the rest of the HP needs to be meat is probably up to different tables, and in order to support the two "extremes" of the continuum, the game need only avoid explicit morale-based healing and explicit injury-based damage (except as optional modules). The healing rate can be defined as flexible: a "short rest" might mean 5 minutes, 8 hours, one week, a month....and those are different places on the contiuum of "realistic injury" --> "who cares?" I don't require a mechanical representation of this beyond "you are not at full HP." In fact, I'm actively against such a mechanical representation in most of my games because [I]uuuuuuuuugh, fiddly little injury mechanical modifier blah[/I]. Because if you are a big damn hero and we are playing a game of absurd cartoonish hyper-violence where the narration of "your arm just came off" is something that would happen, the fact that your arm just got ripped off means doodley-squat to how adequately you perform all your other actions. Guess your two-weapon wielding ranger puts his sword hilt in his teeth and [I]continues to rock hard[/I]. That missing arm just makes you less able to defend yourself against the next attack (which is why you're closer to 0 hp). No mechanical representation necessary or desired. Quite the opposite, mechanical representation of that missing arm would injure the cartoonish hyper-violence wahoo awesomeness. Of course, if that's not the tone I want, that's not the narration I use. 8 points of damage could be "your arm's off" or it could be "scratched up" or it could be "bleeding a little" or it could be "a slow, seeping wound" or it could be whatever injury makes sense in the moment for me and the people I'm playing with. If HP model injury, those injuries need not necessarily be severe. It can be all nicks and scratches and bruises and mild concussions until you hit 0 hp (or even then, sometimes!). And in no case do I need or want any rules beyond HP for any of that. You're a badass fantasy hero. If the only weakness you suffer after taking some injury is a susceptibility to more serious future injuries...sounds good to me. Totally. Damage on a miss doesn't destroy HP as injury for me. [/QUOTE]
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