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General Tabletop Discussion
*Pathfinder & Starfinder
Realism, Heroism, and Abstract Hit Points
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<blockquote data-quote="Generico" data-source="post: 4022392" data-attributes="member: 59693"><p>It is quite realistic in the sense that while any character can potentially survive many attacks without dying (and that possibility increases with training), any character can also be killed quite easily if luck does not go their way. The "particular reason" for that is that sometimes an attack does not hit a vital spot (represented by a normal attack roll), and sometimes it does (represented by a critical hit roll). This is very much in-line with real combat.</p><p></p><p></p><p>That is exactly what the VP system is. A character who is higher level, and thus better trained (e.g. "skilled) in combat arts, has more VPs. VPs represent one's ability to avoid taking life-threatening damage. When you take VP damage, that is saying that you expended effort to dodge or otherwise negate the lethality of the attack. It does not mean that you took a hit and just toughed it out. When you run out of VP it means that you no longer have the energy to negate the lethality of an attack. Therefore, the subsequent attacks actually hit you, and cause lethal wounds. A critical hit essentially represents a lucky shot, which you failed to negate, and it hit a vital area dealing actual physical damage.</p><p></p><p>The system is quite realistic if you understand the abstraction that a reduction in VP does not constitute an actual hit by an enemy's attack, and that successful hits are represented by HP only. VP is more a representation of your physical energy and will to fight.</p><p></p><p>Like I said, despite the system accurately representing events which regularly occur in reality, it's not fun to have your highly skilled 20th level character get shot down by some 1st level bum who gets lucky.</p></blockquote><p></p>
[QUOTE="Generico, post: 4022392, member: 59693"] It is quite realistic in the sense that while any character can potentially survive many attacks without dying (and that possibility increases with training), any character can also be killed quite easily if luck does not go their way. The "particular reason" for that is that sometimes an attack does not hit a vital spot (represented by a normal attack roll), and sometimes it does (represented by a critical hit roll). This is very much in-line with real combat. That is exactly what the VP system is. A character who is higher level, and thus better trained (e.g. "skilled) in combat arts, has more VPs. VPs represent one's ability to avoid taking life-threatening damage. When you take VP damage, that is saying that you expended effort to dodge or otherwise negate the lethality of the attack. It does not mean that you took a hit and just toughed it out. When you run out of VP it means that you no longer have the energy to negate the lethality of an attack. Therefore, the subsequent attacks actually hit you, and cause lethal wounds. A critical hit essentially represents a lucky shot, which you failed to negate, and it hit a vital area dealing actual physical damage. The system is quite realistic if you understand the abstraction that a reduction in VP does not constitute an actual hit by an enemy's attack, and that successful hits are represented by HP only. VP is more a representation of your physical energy and will to fight. Like I said, despite the system accurately representing events which regularly occur in reality, it's not fun to have your highly skilled 20th level character get shot down by some 1st level bum who gets lucky. [/QUOTE]
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Realism, Heroism, and Abstract Hit Points
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