Silvercat Moonpaw
Adventurer
I like the damage save mechanic as then you can make armor add a bonus to the save and not have to worry about an extra stat in DR.
Back in the early days of Chainmail, there were no hit points. The closest analog would be the number of men in a unit and the number of hits/kills scored by an attack. For instance, a unit of 20 light footmen might attack another such unit, roll 20d6 for damage, counting all 6s as hits/kills, and the defender would lose that many men.Hit points derived directly from "hits to kill' where a hero took X hits to be dead, a super-hero took 2(X) hits to die, etc. then it evolved to levels and d6's for hit dice, then Gary found those funky platonic solids in a teacher supply catalog, and the rest is history.So they originally quite naturally derived out of how old wargaming kept track of how tough figures on the battlefield were.
That is definitely not true. Certainly many combat systems involve a thinly disguised hit point system, but not all, especially not the Damage Save systems:Ultimately, every system is a hit point system of some kind, whether it's points, boxes, or shading in a circle.
A Damage Save system is not even remotely a hit point system, even with a cumulative penalty built in. It's much more like a roll-vs-AC-to-kill system, where the first shot can end the fight, or the fifth or sixth might not.Even true20's damage save has a cumulative penalty you keep taking until you're unconscious or dead - it's hit points when you get down to it.
As far as I can tell, designers haven't been interested in designing a simple, elegant system; they've only wanted to develop more detailed, complex systems, usually with hit points underneath layers of hit location, armor values by location subtracting from damage, penalties at various levels of damage, etc.I honestly still haven't seen a system as elegant as the basic "hit point" system that's both easy to keep track of and avoids the "death spiral" problem that a lot of people don't like.
Possible.As far as I can tell, designers haven't been interested in designing a simple, elegant system; they've only wanted to develop more detailed, complex systems, usually with hit points underneath layers of hit location, armor values by location subtracting from damage, penalties at various levels of damage, etc.
Hit points are easy, and that is their chief strength over most competitors, but it is possible to get easier. After all, we could go back to something more like Chainmail, where "hitting" means killing, or, more likely, disabling.But maybe that's just because you can't get easier then hit points?
We can make it simpler: roll to hit (vs. defense), roll to hurt (vs. armor and toughness), roll on critical table.For examples, Warhammer Fantasy Roleplay (2nd Edition) has a very simple system. Hit, roll damage, subtract Toughness bonus + Armor. If you go to 0 or less, you suffer a critical effect (ranging from temporary knock-out to gory death). Very simple, really.