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In the heat of battle, is hit point loss a wound?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5952166" data-attributes="member: 11300"><p>I agree that the pressure is there. I also believe it a pressure that can be successfully alleviated.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p>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.</p><p></p><p>The thing is, how many situations are there going to be where the character is denied their use of hit points? These attacks like any attacks are going to be particularly vicious when hit points are restricted from being expended. The challenge is to make sure these situations are well moderated. I think the big change with this split system is keeping damage output well controlled. You don't want damage to escalate significantly as they are planning in 5e. You instead want this burden taken up by skill instead.</p><p></p><p>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.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5952166, member: 11300"] I agree that the pressure is there. I also believe it a pressure that can be successfully alleviated. 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 ;)). 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. The thing is, how many situations are there going to be where the character is denied their use of hit points? These attacks like any attacks are going to be particularly vicious when hit points are restricted from being expended. The challenge is to make sure these situations are well moderated. I think the big change with this split system is keeping damage output well controlled. You don't want damage to escalate significantly as they are planning in 5e. You instead want this burden taken up by skill instead. 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. Best Regards Herremann the Wise [/QUOTE]
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In the heat of battle, is hit point loss a wound?
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