My HP Fix

Basically, it's a "harsh method", a "gentle method", and the varying shades of gray which go inbetween. It doesn't have to be a matter of "this is actual physical trauma" or "this is just your stamina getting worn down", unless you want it to be.

Like I've said before - let the basic premise be "you have HP" after which you can see what those HP mean to you.


exactly! What we should be shooting for isn't "My preferred idea" re: HPs, but a way to dial HPs such that it can appeal to broadest range of preferences. DIALING is the key.

So Perhaps a SINGLE HP pool is on one side of the dial with fast healing, a split HP pool with distinct "meanings" in the middle with either fast or slow healing, and a slow heal with harsh (meat) HP mechanic on the other side.

When arguing your preferences, recognize you might have to give up a little something to make the "dial" flow without having separate discrete mechanics. Ultimately, regardless of how you see HP, you still have to interact with the rest of the game, so there are boundries.
 

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In order to have a dial that works, you must first have a clear understanding of the settings that your dial is trying to adjust. Or, I guess, which settings it is willing to include and which ones it excludes. But you can't define out of existence some concerns, and then turn around and say you have them covered.

Just from the pattern of the dispute thus far, I can already tell that a dial is insufficient to resolve this dilemma. At the very minimum, it will require a switch and a dial (or maybe a switch and then two different dials based on the setting of the switch). That implies two modules with dials that are swapped out, depending upon whether you want to go with more of a simulation or something else.
 

...I can already tell that a dial is insufficient to resolve this dilemma. At the very minimum, it will require a switch and a dial (or maybe a switch and then two different dials based on the setting of the switch). That implies two modules with dials that are swapped out, depending upon whether you want to go with more of a simulation or something else.

Pretty good start on resolving the dilemma. So 2 Modules. What are they? What is the "Dial" space for each?

Not everyone will be happy with 5th. That is a given. Some things won't make it in. That is a given. But rather than arguing over what is the preferred "style" of any subject, finding that middle ground is more constructive. We will get a 5th edition, and if all we do is yell at each other of which "way" is better, WotC will make the decision and we are stuck with it. If we can get the hivemind behind Dials (and switches, whatever) and lay out some of the groundwork, we might be able to at least get something we can live with, even if this or that systems dial isn't as elegant as we'd like.
 

The second is not 4e. It doesn't give me the same hit point balance entering each combat (except the on where I've run out of surges). 4e is not "two pools of hp". 4e is "two rates of healing" - heaing is fast (short rests) until it becomes slow (extended rest), but all healing is to a single pool (hp).
I'm not entirely sure, but I suspect there is some misunderstanding here.
The part you quoted wasn't "the second method" I was refering to (note the "say we have third way" at the beginning of the part you quoted, [edit] that needed to have an "a" inbetween there, whoops ^^).
So I wasn't implying that 4e has two rates of healing.

Another way, you have HP that is fully restored in one night's rest.
Your commander is your friend, and you value him just as much as your priestly buddy.
This bit is what I was refering to as 4e. It's not the full description of how HP and healing works in 4e, but I was intentionally unspecific.
This way, you can have healing that has you heal fully between fights until your reserves are depleted and you have to rest longer/take a snooze to restore all of your reserves (btw, there is nothing slow about extended rests, relatively speaking - comparing to how pre-4e works).

That specific enough?
 
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And having a single pool as core doesn't force anyone to embrace ambiguity. It is open to them to impose clarity if they want (eg all hp are meat, or all a fate, or all are meat but the last, or whatever - and the rulebooks could talk about this without any problems).
Just an addition after reading the part of your post where you reply to Kamikaze Midget's..
This, what you said right there, is no different from what we are suggesting, as far as I can tell.

But having a single hit point pool with a uniform recovery rate and only two states - up or down - is the only way I can see to avoid imposing process simulation as the core.
Why does it have to have a uniform recovery rate?
And which recovery rate would that be? Pre-4e style or 4e style?
Also, besides going up or down, what else can HP do? Jump sideways?
 

Kavon, think about it like this. Someone tells you about this great eatery where they serve all kinds of chicken and pork. You can get them in any proportion you want. But you have to decide 24 hours ahead, and call in. This conversation then takes place with your friend:

Friend: Pick anything they want, they do it.
You: Sounds good. Let's go.
Friend: No can do, man. Got to call them today to eat tomorrow.
You: That's odd. I really wanted some chicken today. Oh well.
Friend: Hey, they got you covered! You can eat 100% chicken.
You: Yep, got that. But not today.
Friend: What does today have to do with it? We call them now, we eat tomorrow, everyone's happy. You can have all chicken if you want.
You: Today. I want chicken today. By tomorrow I might want pork.
Friend: No, no, no! If you want pork tomorrow, you need to decide today.
You: This is sounding less and less appealing by the minute, nevermind the issue of beef, shrimp, and bringing a last minute friend tomorrow.
Friend: I don't see what the problem is. You want great chicken or pork, you go here. You want something else, you go somewhere else. If you wanted all chicken today, you should have called in yesterday. You want to bring a friend, call him now so that he can go tomorrow.
You: I'm not sure my friend wants to have this conversation.
Friend: His loss.
You: Fine, I'm hungry now. Let's call in today, and then we'll go get a hamburger. Give me the menu.
Friend: Did I mention that they fry everything in Korean hot sauce?

:p
 

[MENTION=54877]Crazy Jerome[/MENTION]: ..I think Is should say I'm glad I don't like pork o_o"

Not sure what all of that has to do with the conversation. I was trying to see some analogy with the chicken being one thing and the pork being something else being discussed, but then the entire "order today, get it tomorrow" bit and all that followed didn't really connect to anything for me.
Or should I not be taking it seriously? :P
 

Fate and Meat hit points are chicken and pork. As long as you can set Fate and Meat in any proportion you want, when the game starts, everything you could possibly want to do is covered, right? ;)
 

[MENTION=54877]Crazy Jerome[/MENTION]: The chicken and pork being those two is as far as I got, the rest didn't make sense to me in regard to the thread.

Anyway, with regards to determining how you want to have "you have HP" work in your game, it would be covered. Determining the 'non-HP related' bits of your game's inner workings is a different matter not covered by this discussion. I'm still not sure what your point is with that analogy, though.

Apparently I'm missing something that is very obvious to you.
 

This, what you said right there, is no different from what we are suggesting, as far as I can tell.
It's extremely different. You are talking about two pools, demarcated. I am talking about one pool, which can be narrated as fate, meat or lemon curry depending on whim and context when the action is actually resolved at the gaming table. That is the point of [MENTION=54877]Crazy Jerome[/MENTION]'s food analogy - your way locks everyone in in advance, whereas my core allows those who want to lock in to do so, but equally allows those who want to maintain what KM calls "narrative amibguity", and what I call "narrative flexibility", to do so.

exactly! What we should be shooting for isn't "My preferred idea" re: HPs, but a way to dial HPs such that it can appeal to broadest range of preferences. DIALING is the key.
In order to have a dial that works, you must first have a clear understanding of the settings that your dial is trying to adjust. Or, I guess, which settings it is willing to include and which ones it excludes. But you can't define out of existence some concerns, and then turn around and say you have them covered.

Just from the pattern of the dispute thus far, I can already tell that a dial is insufficient to resolve this dilemma. At the very minimum, it will require a switch and a dial (or maybe a switch and then two different dials based on the setting of the switch).
I fully agree with Crazy Jerome. This is what I've been trying to convey over my (long) series of posts on this thread.

Pretty good start on resolving the dilemma. So 2 Modules. What are they? What is the "Dial" space for each?
I've outlined some in a few posts upthread.

I think the core is:

* A single pool of hp that includes CON as a base;

* A uniform rate of recovery (and this itself is on a dial);

* Two states - either you have hp and so are up and good to go, or you have no hp and so are down and out (what down and out means is a switch with several options, from "dead" to "bleeding out" to "whatever incapacity the table feels like narrating at the moment, given whim and context").​

The "down and out" switch is already looking pretty modular to me - and [MENTION=29398]Lanefan[/MENTION] gave some ideas upthread about other interesting options that there could be on that switch.

One module is the gritty/wounds module. It has a series of options, which include things like:

* The CON component of hp is wound points - when you lose them, you suffer penalties;

* The CON component of hp is your back door - when you are into your CON hp, you're unconscious but not yet dead;

* The CON component of hp takes longer to heal than the rest of them.​

There're plenty of other things that can be done in that space too, I think. And there are also options for inflicting wounds but not using the hp mechanic to measure them or recover from them (they might be handled like diseases, for example, which in AD&D and in 4e are handled separately from the damage mechancis).

Another suite of options might surroud inspirational healing:

* Don't allow it;

* Allow it, but only under certain constraints (eg it can't restore the CON component of hp);

* It is treated just like any other healing in the game.[/indent]

And another place where modules have work to do is in relation to changing the rate of healing. In particular, some people might want non-uniform rate of healing even without wounds. 4e is an example of this.

What I'm trying to make clear is that none of these options requires changing the base spine of the game: you don't need to restat any monsters, or any weapons, or any armour, or any spells, to make them work with these modules. I think that's important.

Why does it have to have a uniform recovery rate?
And which recovery rate would that be? Pre-4e style or 4e style?
A uniform recovery rate is the simplest and most traditional D&D approach (OD&D and B/X both use it, and so did 3E - though with a stabilisation mechanic stuck on top of it), and it is the easiest spine on which to hang various modules that would give non-uniform recovery rate (which is what 1st ed AD&D and 4e have, as well as Wound/Vitatility (Body/Fatigue) systems).

As to what the rate would be - that I think can be put on a dial utterly trivially. If the dial Ito have a default setting I'd say 1/4 hp per day - because that seems to give a faster-than-AD&D but slower-than-3E rate - but I'd be happy for Mearls to put it to a vote!

<snip>

I wasn't implying that 4e has two rates of healing.
I may have said "second" meaning "third". Anyway, the important point is that 4e does have two rates of healing. Whereas you presented it as having two pools - your commander can help you, but only so much - there is in fact no limit in 4e on how much your commander can help you (eg if you're swooned and in the mechanical dying state - you're losing your will to live - s/he can inspire you to get back on your feet and press on to victory).

But 4e does have two rates of healing. It's very quick (on a short rest cycle) until you've done a certain number of them, and then it slows down (extended rest cycle).

This way, you can have healing that has you heal fully between fights until your reserves are depleted and you have to rest longer/take a snooze to restore all of your reserves
As long as we're careful with the word "reserves" this is fine. But mechanically, "reserves" in 4e are not a separate pool of hp (like meat vs fate). Rather, they do two things: (i) they underlie the mechanical and pacing dynamics of in-combat healing, and (ii) they determine the break point from fast to slower healing.

In 5e, it is highly likely that these two functions will be broken apart. Although 4e elegantly merges them, as far as I can see there is nothing essential about that.

Function (i) - incombat healing and pacing - is orthogonal to this discussion, I think. But function (ii) is pretty central. To replicate the 4e experience in next you need a module (ie a rules option) that departs from the uniform healing rate. But that's fine - because to do Lanefan's Body/Fatigue you need a module that likewise departs from a uniform healing rate. There's no reason why both modules can't happily exist side by side, although they will use different settings on the healing rate dial, and they will use different break points to measure the switch from faster to slower healing.
 

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