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<blockquote data-quote="heretic888" data-source="post: 7470194" data-attributes="member: 60326"><p>Yep. If pushed into a corner, I would describe hit points as <em>one's capacity to turn a serious blow into a glancing blow or a near miss</em>. This "capacity", however we define it, still has no clear relationship to a character's physical or psychological state as evidenced by the fact that it only indirectly interfaces with any of the game's other procedures or subsystems. </p><p></p><p></p><p></p><p>Yes, there are a few powers, feats, and traits that interface with the Bloodied condition. However, as I pointed out earlier, the game doesn't care if you are Bloodied with 49% of your hit points or Bloodied with 1% of your hit points. </p><p></p><p></p><p></p><p>Yes, there are multiple ways to represent "morale" in the game. Morale saves are just another way of representing it.</p><p></p><p></p><p></p><p>Sounds like a good use of the DM's Best Friend to me. <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></p><p></p><p>The key to using this approach effectively is to have a goal for your encounters other than "not die" or "kill all the orcs". </p><p></p><p></p><p></p><p>I'm not sure that approach is particularly "simple", I mean immediate saving throws are <em>also</em> part of the game's existing architecture too (such as when a character makes a save to avoid being forced into dangerous terrain). It sounds to me like adding a bunch of conditional traits to enemies and I generally think monsters having healing is a bad idea in 4E to begin with. Personally, as a GM it sounds like adding a bunch of book-keeping to the game without much real benefit.</p><p></p><p>Like I touched upon in my last post, I have other goals with my system other than "simulating morale" (although it does that too):</p><p>* Makes combat faster and more chaotic.</p><p>* Gives more agency to the players.</p><p>* Gives more flexibility in using hard or very hard encounters without overwhelming the players.</p><p>* Discourages the preeminence of focus-fire tactics.</p><p>* Promotes a cast of recurring villains or NPCs for more story-focused campaigns.</p><p>* Doesn't significantly add to the game's complexity or book-keeping.</p><p></p><p>I'm not sure what goal adding conditional traits to monster stat blocks reaches but it does sound like more complexity to how I usually run my games.</p></blockquote><p></p>
[QUOTE="heretic888, post: 7470194, member: 60326"] Yep. If pushed into a corner, I would describe hit points as [i]one's capacity to turn a serious blow into a glancing blow or a near miss[/i]. This "capacity", however we define it, still has no clear relationship to a character's physical or psychological state as evidenced by the fact that it only indirectly interfaces with any of the game's other procedures or subsystems. Yes, there are a few powers, feats, and traits that interface with the Bloodied condition. However, as I pointed out earlier, the game doesn't care if you are Bloodied with 49% of your hit points or Bloodied with 1% of your hit points. Yes, there are multiple ways to represent "morale" in the game. Morale saves are just another way of representing it. Sounds like a good use of the DM's Best Friend to me. ;) The key to using this approach effectively is to have a goal for your encounters other than "not die" or "kill all the orcs". I'm not sure that approach is particularly "simple", I mean immediate saving throws are [i]also[/i] part of the game's existing architecture too (such as when a character makes a save to avoid being forced into dangerous terrain). It sounds to me like adding a bunch of conditional traits to enemies and I generally think monsters having healing is a bad idea in 4E to begin with. Personally, as a GM it sounds like adding a bunch of book-keeping to the game without much real benefit. Like I touched upon in my last post, I have other goals with my system other than "simulating morale" (although it does that too): * Makes combat faster and more chaotic. * Gives more agency to the players. * Gives more flexibility in using hard or very hard encounters without overwhelming the players. * Discourages the preeminence of focus-fire tactics. * Promotes a cast of recurring villains or NPCs for more story-focused campaigns. * Doesn't significantly add to the game's complexity or book-keeping. I'm not sure what goal adding conditional traits to monster stat blocks reaches but it does sound like more complexity to how I usually run my games. [/QUOTE]
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