eamon
Explorer
My problem with HP thresholds is twofold:
- They risk reducing everything down to one number; this is going to be grindy.
- They strongly focus player attention on one of the most metagame aspects of a monster: its current hit points. AC, Dexterity etc - those have some pretty clearly imaginable in-game counterparts. But hitpoints?
I think I can live with the first issue. It's not great, but it can help avoid absurd scenarios whereby a supposedly dangerous foe is very vulnerable to a trivial, well-known spell (or other combat technique, for that matter).
But I really don't like the second issue. Hitpoints have always been a really jumbled concept; it's like some transformers power level thingo - a necessary mechanic, but not one I want to focus attention on by making people play a constant guessing game of "how many hitpoints does it have?" Thesholds are much worse than damaging spells in this way. Higher damage is better; it's easily understood that some blows are stronger than others - you're not focusing too much on the current total of the monster, more on your contribution to slaying it. Thresholds really require constant metagaming.
- They risk reducing everything down to one number; this is going to be grindy.
- They strongly focus player attention on one of the most metagame aspects of a monster: its current hit points. AC, Dexterity etc - those have some pretty clearly imaginable in-game counterparts. But hitpoints?
I think I can live with the first issue. It's not great, but it can help avoid absurd scenarios whereby a supposedly dangerous foe is very vulnerable to a trivial, well-known spell (or other combat technique, for that matter).
But I really don't like the second issue. Hitpoints have always been a really jumbled concept; it's like some transformers power level thingo - a necessary mechanic, but not one I want to focus attention on by making people play a constant guessing game of "how many hitpoints does it have?" Thesholds are much worse than damaging spells in this way. Higher damage is better; it's easily understood that some blows are stronger than others - you're not focusing too much on the current total of the monster, more on your contribution to slaying it. Thresholds really require constant metagaming.