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L&L December 16th Can you feel it?
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<blockquote data-quote="I'm A Banana" data-source="post: 6238728" data-attributes="member: 2067"><p>I feel like this bears repeating, because it gets at the "feel" (the character/player psychological harmony) I'm looking for from HP. In a lot of conversations where I advocate for HP-as-"meaty", a counterpoint often arises that I should really want some sort of death spiral mechanic to help model bodily injury and wear and tear. </p><p></p><p>But I don't want alternate injury mechanics because I want all the daring and toughness of a mythic fantasy hero. HP works great like that. It encourages the player and the character to both soldier on in dangerous situations <strong>because they are still performing at full capacity</strong>. When I say I'd like HP to be meaty, I'm not saying I want an injury mechanic. I'm saying that HP, to me, <strong>is the injury mechanic</strong>. I want sprained ankles and torn ligaments and mild concussions <strong>to be HP</strong>. That plays right into the "feel" of a heroic character who has taken some wounds: "I'm a little hurt. Can't keep doing this all day and expect to breathe tomorrow. Better be careful if I'm going to keep stabbin' goblins." </p><p></p><p>I don't need some floating modifiers to represent a hero that has taken some wounds but keeps on fighting. The fact that a knight with a shattered ankle is going to be hobbling and more vulnerable are, for me, represented in the mechanics by the fact that <strong>she's not at full HP anymore</strong>. The effects of that on the PC are subsumed within the HP mechanic for me, and the fact that this doesn't affect a combatant until they're at 0 hp is a feature, not a bug: they're fantasy heroes, after all, they can press on through that sprained ankle.</p><p></p><p>The functional effect that this sprained ankle has on your fighting ability is that ultimately, you're at bigger risk of getting killed. That's HP.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6238728, member: 2067"] I feel like this bears repeating, because it gets at the "feel" (the character/player psychological harmony) I'm looking for from HP. In a lot of conversations where I advocate for HP-as-"meaty", a counterpoint often arises that I should really want some sort of death spiral mechanic to help model bodily injury and wear and tear. But I don't want alternate injury mechanics because I want all the daring and toughness of a mythic fantasy hero. HP works great like that. It encourages the player and the character to both soldier on in dangerous situations [B]because they are still performing at full capacity[/b]. When I say I'd like HP to be meaty, I'm not saying I want an injury mechanic. I'm saying that HP, to me, [B]is the injury mechanic[/B]. I want sprained ankles and torn ligaments and mild concussions [b]to be HP[/b]. That plays right into the "feel" of a heroic character who has taken some wounds: "I'm a little hurt. Can't keep doing this all day and expect to breathe tomorrow. Better be careful if I'm going to keep stabbin' goblins." I don't need some floating modifiers to represent a hero that has taken some wounds but keeps on fighting. The fact that a knight with a shattered ankle is going to be hobbling and more vulnerable are, for me, represented in the mechanics by the fact that [B]she's not at full HP anymore[/B]. The effects of that on the PC are subsumed within the HP mechanic for me, and the fact that this doesn't affect a combatant until they're at 0 hp is a feature, not a bug: they're fantasy heroes, after all, they can press on through that sprained ankle. The functional effect that this sprained ankle has on your fighting ability is that ultimately, you're at bigger risk of getting killed. That's HP. [/QUOTE]
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