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Massive Damage...as a Reflex Check?
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<blockquote data-quote="Water Bob" data-source="post: 5315451" data-attributes="member: 92305"><p>I was joking. I'm sure I don't have very many hit points. </p><p> </p><p>But, I do think I made a save vs. Massive Damage. I was disabled, bed bound, for a month.</p><p> </p><p>Could have been dead or paralyzed.</p><p> </p><p></p><p> </p><p>That would be hard to do becuase damage doesn't scale up that much (a little, but not like leveling). So, a character would quickly outgrow the MD amount.</p><p> </p><p></p><p> </p><p>The part about a hit always being an acutal hit. Logically, it can't be. And, what about missile weapons? Those are hits, too? So, a character with 35 hit points gets hit with 3 arrows and is OK after a night's sleep?</p><p> </p><p>Naw, I don't think all damage has to be physical the way he says.</p><p> </p><p>Here's my take on what hit points are, from a post I made:</p><p> </p><p><span style="color: green">Hit points represents physical damage, and they do represent non-physical damage. They're an abstract way of expression small cuts, nicks, bruises, strained muscles, pulled tendons and other physical damage that is not critical. That's one reason why they take so long to heal--these types of things take time. </span></p><p><span style="color: green"></span></p><p><span style="color: green">But, in addition to those minor physical traits of <span style="color: green">hit points</span>, they also cover luck, expertise, Fate and the whim of the gods, fatigue, endurance, catching your breath, and all sorts of intangible, uncountable hindrances that can come into play during a battle. </span></p><p><span style="color: green"></span></p><p><span style="color: green">The game doesn't specifically model that you twisted your ankle yesterday and, everytime you step on it, it hurts, but something like that would make you less effective in combat (thus you would have lower <span style="color: green">hit points</span> than max). </span></p><p><span style="color: green"></span></p><p><span style="color: green">And, besides that, <span style="color: green">hit points</span> take into account that moment, right in the middle of your swing, when sweat drops into your eye, stinging it so much it autmatically blinks at the wrong instant, distracting you by just a fraction of a second--which can be deadly in a face-to-face combat. </span></p><p><span style="color: green"></span></p><p><span style="color: green"><span style="color: green">Hit points</span> are all this, plus the effects of that cold you're fighting off or the headache you have from last night's romp, all rolled together with all of your minor aches and pains and other distractions that would make you less effective in combat. </span></p><p><span style="color: green"></span></p><p><span style="color: green"></span><span style="color: white">So, they're much more than just physical damage--and sometimes, they're not physical damage at all, unlike what the article says.</span></p><p> </p><p> </p></blockquote><p></p>
[QUOTE="Water Bob, post: 5315451, member: 92305"] I was joking. I'm sure I don't have very many hit points. But, I do think I made a save vs. Massive Damage. I was disabled, bed bound, for a month. Could have been dead or paralyzed. That would be hard to do becuase damage doesn't scale up that much (a little, but not like leveling). So, a character would quickly outgrow the MD amount. The part about a hit always being an acutal hit. Logically, it can't be. And, what about missile weapons? Those are hits, too? So, a character with 35 hit points gets hit with 3 arrows and is OK after a night's sleep? Naw, I don't think all damage has to be physical the way he says. Here's my take on what hit points are, from a post I made: [COLOR=green]Hit points represents physical damage, and they do represent non-physical damage. They're an abstract way of expression small cuts, nicks, bruises, strained muscles, pulled tendons and other physical damage that is not critical. That's one reason why they take so long to heal--these types of things take time. But, in addition to those minor physical traits of [COLOR=green]hit points[/COLOR], they also cover luck, expertise, Fate and the whim of the gods, fatigue, endurance, catching your breath, and all sorts of intangible, uncountable hindrances that can come into play during a battle. The game doesn't specifically model that you twisted your ankle yesterday and, everytime you step on it, it hurts, but something like that would make you less effective in combat (thus you would have lower [COLOR=green]hit points[/COLOR] than max). And, besides that, [COLOR=green]hit points[/COLOR] take into account that moment, right in the middle of your swing, when sweat drops into your eye, stinging it so much it autmatically blinks at the wrong instant, distracting you by just a fraction of a second--which can be deadly in a face-to-face combat. [COLOR=green]Hit points[/COLOR] are all this, plus the effects of that cold you're fighting off or the headache you have from last night's romp, all rolled together with all of your minor aches and pains and other distractions that would make you less effective in combat. [/COLOR][COLOR=white]So, they're much more than just physical damage--and sometimes, they're not physical damage at all, unlike what the article says.[/COLOR] [COLOR=white] [/COLOR] [/QUOTE]
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Massive Damage...as a Reflex Check?
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