Has anyone here looked at Monte's idea for clarifying HP abstraction and combat description with Health and Grace Points? Here's the link: http://www.montecook.com/cgi-bin/page.cgi?montejournal
I really like this and am thinking of using this with just a few tweaks:
1) Non-lethal damage is identical to normal damage so long as the creature has remaining Grace. Only once Grace is depleated is non-lethal damage counted seperately.
2) Grace recovers naturally at the same rate as non-lethal damage.
3ai) Healing magic is twice as effective as normal for healing Grace.
3aii) as 3a but only out of combat.
3bi) as 3a but Maximized.
3bii) as 3aii and 3bi
I'm pretty sure I'll use 1 and 2. The variants of 3 I'm still mulling over. I'm reluctant to change more than that as it could easily get out of hand and be counter productive.
Ideas?
Someone asked me about hit points and how do I explain them. I gave him the standard answer, that they're a mixture of abstract luck/skill and actual physical stamina and toughness. But right there in the middle of the event, a small but nifty idea came to me. I decided to give everyone an additional number of hit points equal to their Con score. That number, plus their level, represents the actual physical damage a character can take. The rest of their hit points (from their HD) represent training and luck. I'm going to call the former "Health" and the latter "Grace," I think. (Different types of creatures will have a different ratio of health and grace, so for example almost all of a giant's hit points represent toughness.) You lose Grace before you lose Health. First and foremost, this enables me to verbally describe what's happening in a combat in such a way that it conveys information to the players. If they hear me say that a blow seemed to really do some actual damage to a foe, they'll know that he's probably close to defeat.
This small change not only gives starting characters a few more hit points, but it helps solidify how I've always seen hit points and how they reflect action in movies pretty well. The main character (or the main villain) seems to take an absurd amount of punishment throughout the film and not be too affected by it. But right at the end, the punches (or falls, stabs, whatever) suddenly really seem to matter a lot more. He's lost all his grace and he's down to just health. In other words, movie fights are based on the principle that you wear someone down until you can move in for the really cool finishing blow. This helps set that up without changing anything mechanically, because mechanically, a hit point is still just a hit point. I don't want to go the old Alternity/Star Wars route with vitality and whatever it was called. However, I may do a few funky tweaks with healing and hit point recovery and how it interacts with these Health and Grace.
I really like this and am thinking of using this with just a few tweaks:
1) Non-lethal damage is identical to normal damage so long as the creature has remaining Grace. Only once Grace is depleated is non-lethal damage counted seperately.
2) Grace recovers naturally at the same rate as non-lethal damage.
3ai) Healing magic is twice as effective as normal for healing Grace.
3aii) as 3a but only out of combat.
3bi) as 3a but Maximized.
3bii) as 3aii and 3bi
I'm pretty sure I'll use 1 and 2. The variants of 3 I'm still mulling over. I'm reluctant to change more than that as it could easily get out of hand and be counter productive.
Ideas?