Re: For further discussion
vturlough said:
Cinematic combat? Since when is calling out numbers cinematic? Cinematic is being able to describe the combat and translate that into damage.
Uh, no. Cinematic is being able to persevere against great odds. I have tried many systems that use body hits, etc., and their impact on the pace of the game is not cinematic. Further, such systems typically cause a death spiral, which is rather anti-cinematic.
As you seemed to agree with me that HPs have no meaning, how can you translate anything into game terms?
It's really not that complicated. I picture damage as somewhat proportional. Taking half of your HP is a pretty grevious hit. Taking 1/20th of your HP is a scratch, nothing more.
For example, translate, "The orc barbarian swings with his axe and manages to hit you in the side. You feel the breath slammed out of you and the beginnings of nasty bruise but fortunately your armor stops it from breaking ribs or slicing through you." into HP damage.
Why? That's backwards. It's roll hit and roll damage THEN decide what it means. The translation would depend upon how many HP compared to the total that the blow did.
But if I was looking at it backwards like you are, I would say that would be a hit that does 1/4 - 1/2 of the character's HP. Simple.
The DMG talks a little about this.
I do want a heroic game. I am not advocating that it should be easy for characters to die. I am just arguing for realistic heroism, which does exist. Babylon 5 was realistic heroism. The heroes went through a lot and lost people but were triumphant in the end. Buffy is another good example of that. X-Files. STar Wars. Dragon Heart. Dragon Slayer. All of these are great examples of that. Yet these movies, and the novels, never translate well to DND (d20?) because of the level of heroism that the DND system has.
I'll get back to this in a second. For now, suffice it to say that I think your analysis of DND's ability to represent many of those novels is off.
I am NOT arguing against heroic role playing. What I am saying is that DND doesn't do it as well as it could have. Alternity does do it much better.
Au contraire. Alternity is rather gritty compared to D&D.
If there is no chance of a person dying, what is the point?
What's the point? Character continuity! Look at the list of novels and movies you cited above. Now tell me: in those, how many of them have important and talented characters that die halfway through the movies? That's right, damn few. That's what cinematic is about, and that's the sort of thing HP represent.
Alternity (and games like it) are not so much aimed at that style of play. It is much more suited to the sort of fiction where there is a real chance that a certral character will die if a conflict arrises, like
A Mote in God's Eye or
The Reality Dysfunction.