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*Pathfinder & Starfinder
Massive Damage...as a Reflex Check?
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<blockquote data-quote="Hrothgar Rannúlfr" data-source="post: 5320411" data-attributes="member: 54436"><p>So, it seems to me that the difference between you and Justin is whether or not the a hit is a hit. For Justin, the answer is yes, but it's not serious until the character drops to zero or fewer hit points (even if nine arrows fail to drop the character to zero or fewer hit points). For you, the arrows couldn't have even hit the charcter, or he'd be a porcupine and should've been disabled (at least).</p><p></p><p>But, then you're using an example of a sixth level fighter... A character that is practically <em>a demigod of war</em> compared to real life people. So, I think as difficult as it is to imagine, such a character would really only be grazed by such arrows until it dropped him to zero or fewer hit points. And, then, only the wound that took him to zero or fewer was actually serious. All the others were very minor. And, only the portion that was actually below zero was anything close to major (and that's why he'd gain the disabled condition or be unconscious and dying <a href="http://www.thealexandrian.net/creations/advanced-rules/optional-death.html" target="_blank">under Justin's alternate death and dying rules</a>).</p><p></p><p>But, back to the original question... Is it OK to use a Reflex Save instead of a Fort Save v. Massive Damage? I say it depends upon your definition of hit points. And, from what you've written in the thread about the nature of the game you're playing, it seems that a Reflex save fits that game, since hit points seem to be more non-physical than physical in your game. I'm wondering what the logic was behind the choice to keep it a Fortitude save in the RAW Conan RPG? The fact that they left it that way and chose to allow the heal skill to restore hit points seems to indicate that the designer(s) of the Conan RPG thought at least some of the hit points were physical, even above zero. Hmmm.....</p><p></p><p>It seems, to me, to be differences in the idea of how quickly the metaphysical portion of hit points can be restored. For Gygax, it was a long time. For D&D 3.5, it was shorter, but still longer than the Conan RPG. For Justin Alexander, it seems that hit points are practically all physical, even if the wounds aren't that serious.</p><p></p><p>Practically all the systems agree that lost hit points don't represent serious wounds until the character is dropped to zero or fewer hit points. The main difference is in how fast minor wounds recover and/or what percentage isn't really a wound at all. In system's where it's not really a wound, it might be better to go with <em>Trailblazer's</em> version and allow a character to recover 50% of their max hit points with just 10 minutes of rest (if the character's hit points are zero or greater). It's a really good solution to healing non-physcal wounds (recovering stamina)... (and, I may have to take this into consideration in adjusting my own houserules on the subject... A combination of The Alexandrian's and <em>Trailblazer's</em> rules).</p></blockquote><p></p>
[QUOTE="Hrothgar Rannúlfr, post: 5320411, member: 54436"] So, it seems to me that the difference between you and Justin is whether or not the a hit is a hit. For Justin, the answer is yes, but it's not serious until the character drops to zero or fewer hit points (even if nine arrows fail to drop the character to zero or fewer hit points). For you, the arrows couldn't have even hit the charcter, or he'd be a porcupine and should've been disabled (at least). But, then you're using an example of a sixth level fighter... A character that is practically [I]a demigod of war[/I] compared to real life people. So, I think as difficult as it is to imagine, such a character would really only be grazed by such arrows until it dropped him to zero or fewer hit points. And, then, only the wound that took him to zero or fewer was actually serious. All the others were very minor. And, only the portion that was actually below zero was anything close to major (and that's why he'd gain the disabled condition or be unconscious and dying [url=http://www.thealexandrian.net/creations/advanced-rules/optional-death.html]under Justin's alternate death and dying rules[/url]). But, back to the original question... Is it OK to use a Reflex Save instead of a Fort Save v. Massive Damage? I say it depends upon your definition of hit points. And, from what you've written in the thread about the nature of the game you're playing, it seems that a Reflex save fits that game, since hit points seem to be more non-physical than physical in your game. I'm wondering what the logic was behind the choice to keep it a Fortitude save in the RAW Conan RPG? The fact that they left it that way and chose to allow the heal skill to restore hit points seems to indicate that the designer(s) of the Conan RPG thought at least some of the hit points were physical, even above zero. Hmmm..... It seems, to me, to be differences in the idea of how quickly the metaphysical portion of hit points can be restored. For Gygax, it was a long time. For D&D 3.5, it was shorter, but still longer than the Conan RPG. For Justin Alexander, it seems that hit points are practically all physical, even if the wounds aren't that serious. Practically all the systems agree that lost hit points don't represent serious wounds until the character is dropped to zero or fewer hit points. The main difference is in how fast minor wounds recover and/or what percentage isn't really a wound at all. In system's where it's not really a wound, it might be better to go with [I]Trailblazer's[/I] version and allow a character to recover 50% of their max hit points with just 10 minutes of rest (if the character's hit points are zero or greater). It's a really good solution to healing non-physcal wounds (recovering stamina)... (and, I may have to take this into consideration in adjusting my own houserules on the subject... A combination of The Alexandrian's and [I]Trailblazer's[/I] rules). [/QUOTE]
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