Hypersmurf
Moderatarrrrh...
Now obviously Herremann's not dictator of D&D, but in the current post-4e design climate, I wouldn't expect to be seeing a narrative, player-metagamed injury system in a hurry!
Yeah, but I can dream
-Hyp.
Now obviously Herremann's not dictator of D&D, but in the current post-4e design climate, I wouldn't expect to be seeing a narrative, player-metagamed injury system in a hurry!
The problem with this line of thinking is that everyone who argues from this point ignores that damage is part of that equation. In point of fact, just about everyone who argues for the HP = Mix has said that only that last hit point is actual damage, and even that is questionable in 4E since anyone can be healed non-magically from even negative HP.
Even if we allow for the idea that HP are a mix (as Gary noted in AD&D, but not, interestingly, in OD&D), when pressed, not a single one of the mix proponents has agreed to what the ratio is/should be, and, in a great many cases, thinks that even that is too complicated, and thus no hit point represents damage, at least by 4E's standards.
Again, because any hit ever in 4E can be healed non-magically instantaneously, something that couldn't happen in any other edition of D&D.
Edited to add: It's a playstyle difference. 4E wants to allow for "Crouching Tiger, Hidden Dragon" and "The Avengers" as default game modes.
Oh, gee, silly us. I mean, how else would people define "hit" "hit point" "damage" "heal"? It would be totally absurd to use the standard agreed upon dictionary definition of those words, wouldn't it?
That's true, but then the problem becomes, only in 4e mind you, that imagining and describing the game one way becomes an impossibility with mundane restoration to full hit points and shout-heals.
OK, I've loudly recovered some hit points - but I won't be much use fighting until someone fixes this ankle that won't support my weight; oh, and I think a couple of gods named Tommy and John want a word with my right elbow too.
Lan-"ouch"-efan
A much needed and significant change in my opinion, but I would like to contend not that risky.I think this would be an utterly huge change for D&D, and very risky.
I disagree and would suggest the following:Letting hit points be equivocal between meat and morale is utterly crucial for a range of approaches to play. Just consider the reasonably common ENworld poster who seems to fit the following criteria:
* doesn't like "wuxia", "arrow-cutting", etc;
* doesn't want high level fighters to be killed or seriously impeded by a single successful arrow shot;
* doesn't like the fiction of his/her PC running around stuck with arrows like a pincushion.
Once you separate hit points from wound poins you can't have all of these - either all successful arrow attacks deal wounds (and high level fighters either die from single shots, or can take multiple arrow wounds without flinching), or high level fighters are arrow-cutting machines until they run out of hit points.
I think the above split system does too with the added bonus of not getting caught out when you attempt to restore hit points and heal wounds. Hit points are quickly restored and hyper-importantly can continue to act as a buffer, vastly reducing the slope of the potential death spiral. In addition, there is now a plethora of viable ways that hit points can be restored in combat. Morale based increases, second winds, leader encouragement and so on are believably applied. A fighter can believably menace multiple opponents, stripping them of hit points through demoralizing them without having to occasionally explain how such things kill such opponents. It just leaves such demoralized opponents incredibly vulnerable.Whereas the current melange allows my hypothetical player to equivocate, from episode to episode, and even between narrations of the very same episode, over what exactly is going on when a high level fighter takes 20 arrows hits from 100 arhcers and then proceeds to charge in and cut them all down.
Can't XP you, but good points. For your first example, I would have narrated it as a glancing blow, something that maybe knocked the wind out of the wizard, but nothing more serious than that. But it would still have been a hit.<snip>
That's not how I've ever played 3E, 2E, or 1E. Indeed, high level fighters take barely a scratch from the shotgun aimed at their faces because they duck away at the last second and get a grazing wound---but they still get hit.There is no general ratio. It's free narration within the parameters established by the mechanics (in 4e those parameters can include things like being bloodied, swooning/being knocked down, suffering a poisoning, running in fear, etc).
For this, I would run 3E with hit points as meat. Because a high level 3E fighter will have no trouble taking multiple shotgun blasts to the face and keep going.
To flip it around: the main incentive on my part for rejecting hit points as meat is that it mandates that my game include stupid things like high level fighters taking multiple shotgun blasts to the face.
In 4E, characters cannot take a hit, or else the entire healing system retcons everything that happened before the heal.But I don't understand what AD&D and 3E players think is going on in the sort of scenario that you describe that is so radically different from 4e.
And that is a playstyle preference that is not my own. I don't want to play cinematic D&D and have never really done so. This is why I say 4E specifically ushered in a playstyle that is not to my tastes at all.Not true. Anyone can be brought back to their feet non-magically from negative HP. But this is not the same as actually being healed. The damage is still there and will still be there until the healing surges are recovered. This is a cinematic trope (as illustrated by the Terminator example).
Worship at the altar of Gygax all you want. He was an interesting guy who was part of making a great game, but he wasn't the only one. It's like lauding George Lucas for the original Star Wars trilogy, when it was actually a combination of a lot of people's work. I think Gygax's ex post facto explanation for hit points was wrong. Gygax is Stan Lee to Arneson's Jack Kirby. Furthermore, Basic D&D came out before AD&D, and it's practically identical to OD&D, in that hits were obviously meant to be hits (d6 HP and d6 damage). It wasn't until Gygax did AD&D later that HP took on the nebulous explanation that they did. And, if thinking about where hit points actually came from initially (the number of hits ships could take in old wargames), it becomes obvious that Gygax's interpretation took a turn away from what they initially meant. OD&D and Basic had them as real damage. 1E doesn't. 2E does. 3E is a weird in between case in that they are both, but not at the same time. 4E appears to go back to 1E, but adds the healing surge mechanic, which creates (as I realized below) a de facto wounds/vigor system.No. It is missing the point. Gygax said that only the last few hit points represent real damage and one of the purposes of the hit point system is to model Eroll Flynn style swashbuckling. As for AD&D vs OD&D, AD&D was pure Gygax and has much more information. And I believe Arneson's approach was different to Gygax's. Gygax was absolutely clear when he addressed the issue directly. Only the last few hit points represent anything other than trivial physical damage.
Which is a change from previous editions.Once more you are distorting. Any hit in 4e can, with the right non-magical encouragement be shrugged off or worked through. There is a vast difference between that and healed.
Terminator, sure. A-Team (no one ever gets hit in the A-Team, unless we're talking punches, and that's something D&D has never modeled well). Princess Bride simply doesn't belong on this list. It literally has magical healing and resurrection. Conan doesn't belong, and neither do Leiber's works. In the Errol Flynn swashbuckling movies like "The Sea Hawk" people who get stabbed, get stabbed. And die. I have played versions of Flynn type swashbuckling in 3E without changing anything and it worked perfectly well. Tell me again how I must be doing it wrong.Those, Terminator, The A Team, Princess Bride, Indiana Jones, Conan, Fafhrd and the Grey Mouser, Erroll Flynn style swashbuckling, and just about every action movie ever. FFS you can even see spending healing surges in combat in Leverage on occasion when Eliott's having a big showdown. You even have healing surges being spent between rounds in mundane boxing matches.
Now who's making crap up and putting words in people's mouths? You want to know how I model people pulling themselves back in to a fight with grit and determination? By continuing to fight when they are missing hit points. There's no need at all to restore hit points in a mundane fashion to simulate fighting through the pain. Characters are already doing that when they are fighting despite missing hit points.You know the list of things I can think of where you have routine magical healing but people not pulling themselves back in through grit and determination? I can get as far as D&D, Final Fantasy, World of Warcraft, Everquest, and knockoffs. I can't even go for anything gritty with the ubiquity of magical healing.
Which is fine, but that's an Oberoni fallacy. It requires a house rule to fix something that is broken out of the gate. Let me ask this question then: If damage is in surges left, doesn't 4E then already have wound and vigor points if not expressly called that? Where HP are vigor and HS are wounds? If that's the case, why in the hell didn't that become the actual stated purpose? If healing was my only real gripe with 4E, maybe you could have made a convert out of me based on that.No. The problem is that they changed what hit points were in 4e without really going into detail about how. The damage is in surges, the hit points measure shock.
You could houserule a lot of stuff to make 3E play cinematically. It would probably take just as much work as it would to make 4E not play cinematically.And utterly prohibit any cinematic games without magic.
I agree that the pressure is there. I also believe it a pressure that can be successfully alleviated.That's true, but I think it applies a degree of pressure that has the potential to be destabilising (particularly where the coherence of a player's current narrative for hp loss is teetering on a precipice).
I agree with this, although a giant slug is going to have some pretty handy DR but still not be much of an opponent for most PCs. In the main, I can imagine most animals not being graced with hit points. In fact, this would seem the ideal definition of a minion (from my perspective ).This pressure comes out in the very first (as far as I know) treatment of the issue, in Roger Musson's "How to Lose Hit Points and Survive" (White Dwarf, c 1980). On the ground that a giant slug "never parried anything in its life", Musson suggests that all its hit points be treated as wound points.
I think it makes sense that using the split system, the chained high level fighter loses his or her privilege of using hit points. Thus both characters (the high level fighter and low level wizard from the article) are going to be taking wound damage, and as their capacity for wounds would be somewhat similar, both are going to be fried, badly fried or dead depending. However as an aside, while the fighter might have a capacity to take 26hps worth of wounds, and a low level wizard might be able to take 19hps worth of wounds before dying, I think it is worth noting that both characters would be quite different in terms of how much damage they could take before being incapacitated. The fighter might be able to take 18hps worth of wounds before being incapacitated while the wizard takes a punch to the gut and he goes down like a sack of spuds with his incapacitated limit being perhaps only 9hps.And, having stated as one of the motivations for his system that it's silly that a chained fighter's "abstract" hit points let it survive a direct breath from a dragon, he then struggles with how to make dragon breath and fireball - which against most targets are going to deal pretty serious physical damage - work in his system without being completely overpowered.
The pressure is there and the trick as I say is controlling damage and the options you allow to deny a character their use of hit points. With this a 5d6 fireball is going to be pretty effective if it works, but in the end be fairly easy to avoid it's full effect. I could see a fireball doing 0 wound damage if it misses the target, light wound damage if it is "saved against" and significant wound damage if the character gets caught flat-footed. While it's a "thing", I believe it easily dealt with so long as it is considered.You might feel that this pressure could be resisted, or even that I'm exaggerating its force. I don't think I am, but I could be wrong. I think it's a big risk, but I wouldn't bet my house on it being a failure with the fans.
Not in the face, I'm assuming!high level fighters take barely a scratch from the shotgun aimed at their faces because they duck away at the last second and get a grazing wound---but they still get hit.
Of course they can be hit. It's just that, like your shotgun guy, it's generally not serious enough to impede them, or stop the refocusing and pushing on.In 4E, characters cannot take a hit, or else the entire healing system retcons everything that happened before the heal.
Well likewise, a 4e PC who gets badly stabbed will die. But most hit point loss to a rapier attack does not represent being badly stabbed. It's a bit like your shotgun guy you mentioned.In the Errol Flynn swashbuckling movies like "The Sea Hawk" people who get stabbed, get stabbed. And die.