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My HP Fix
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<blockquote data-quote="I'm A Banana" data-source="post: 5955903" data-attributes="member: 2067"><p>These are all fluff issues, which means they're not too hard to solve: </p><p></p><p></p><p></p><p>If you're using a system where there is nothing but Fate Points, every hit you take gets Fate Points spent to avoid dying from it, until you run out of Fate Points, and then you can't avoid dying from damage. </p><p></p><p>"Run out of luck" was the euphamism I believe pemerton used. </p><p></p><p></p><p></p><p>Poison in a Fate-using system can be transmitted through scratches, cuts, and mere broken skin. Which isn't entirely unrealistic. A sting from a scorpion would just be a painful pinprick (e.g.: not potentially lethal in and of itself) if it wasn't for the deadly venom. In a fantasy world, it also makes sense that if you get splashed with a droplet of dire scorpion venom, you might have some poison effects, even through the skin.</p><p></p><p>Additionally, if a poison's effect is mostly additional damage, it ends up just being more lost Fate anyway, and can be fluffed away however you prefer to fluff away lost Fate. +1d6 poison damage is no different from +1d6 sneak attack damage or +1d6 damage on a charge.</p><p></p><p></p><p></p><p>In a Fate-only system, all healing is Fate healing, so C*W is more about restoring divine favor and receiving a god's blessing and luck and maybe scabbing over some knicks and bruises than it is about knitting flesh. In Gygaxian HP it's always been a bit about that anyway, a Fate-only system just removes the elements of C*W that magically give you back that hunk of brain you lost when the morningstar walloped the back of your skull, because now that doesn't ever really happen in the narrative unless you're adding description to some already-realized death.</p><p></p><p></p><p></p><p>Fixing fluff is pretty easy once you determine what you want your "damage" to mean.</p><p></p><p>And I still think that a better way to embody the fiction of inspiring someone to get back up after being wounded beyond their usual threshold in the game mechanics is to avoid restoring whatever "points" in use entirely, but for some reason it is apparently vitally important for some folks to have permanently restoring some point-pool as the only way to bring you back from the brink of death. I don't really yet understand that myopic fixation on that particular specific mechanical implementation, but the proposal certainly doesn't necessarily invalidate it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5955903, member: 2067"] These are all fluff issues, which means they're not too hard to solve: If you're using a system where there is nothing but Fate Points, every hit you take gets Fate Points spent to avoid dying from it, until you run out of Fate Points, and then you can't avoid dying from damage. "Run out of luck" was the euphamism I believe pemerton used. Poison in a Fate-using system can be transmitted through scratches, cuts, and mere broken skin. Which isn't entirely unrealistic. A sting from a scorpion would just be a painful pinprick (e.g.: not potentially lethal in and of itself) if it wasn't for the deadly venom. In a fantasy world, it also makes sense that if you get splashed with a droplet of dire scorpion venom, you might have some poison effects, even through the skin. Additionally, if a poison's effect is mostly additional damage, it ends up just being more lost Fate anyway, and can be fluffed away however you prefer to fluff away lost Fate. +1d6 poison damage is no different from +1d6 sneak attack damage or +1d6 damage on a charge. In a Fate-only system, all healing is Fate healing, so C*W is more about restoring divine favor and receiving a god's blessing and luck and maybe scabbing over some knicks and bruises than it is about knitting flesh. In Gygaxian HP it's always been a bit about that anyway, a Fate-only system just removes the elements of C*W that magically give you back that hunk of brain you lost when the morningstar walloped the back of your skull, because now that doesn't ever really happen in the narrative unless you're adding description to some already-realized death. Fixing fluff is pretty easy once you determine what you want your "damage" to mean. And I still think that a better way to embody the fiction of inspiring someone to get back up after being wounded beyond their usual threshold in the game mechanics is to avoid restoring whatever "points" in use entirely, but for some reason it is apparently vitally important for some folks to have permanently restoring some point-pool as the only way to bring you back from the brink of death. I don't really yet understand that myopic fixation on that particular specific mechanical implementation, but the proposal certainly doesn't necessarily invalidate it. [/QUOTE]
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