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*Dungeons & Dragons
Removing Hit Points from the Game
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<blockquote data-quote="Celebrim" data-source="post: 7580510" data-attributes="member: 4937"><p>True, and they can blur at the edges.</p><p></p><p>For example, you can implement both hit points and a wound track by having statuses that come into effect when you have various fractions of your max hit points. </p><p></p><p>One of the biggest problems I have with 5e though makes this tough to adapt to 5e, and that is that in an effort to get rid of the fiddliness of prior editions they introduced a very elegant advantage/disadvantage mechanic. And it's really elegant but what it lacks is any concept of 'extra advantaged' or 'extra disadvantaged'. So if you are already advantaged, there is no value in trying to do anything that would increase your advantage and if your already disadvantaged there is no value in avoiding doing things that increase your disadvantage. Things are already as bad as they can get. You are never forced to throw 3 or 4 die and choose the best/worse. If you do something like, "If you have less than 50% hit points, you are 'wounded' and have disadvantage on all rolls.", you might mitigate some of the hit point inflation by punishing you tactically for choices that get you wounded, but you interact negatively with the rest of the system. So while getting rid of fiddliness was worthwhile, it really feels like a big tradeoff.</p><p></p><p>My homebrew system has a quasi-wound track where if you are reduced to 10% or less of your hit points, you are 'staggered' and limited to partial actions, and reduced to less than 0 hit points you are dying. So in a sense, you have 3 hit points - healthy, staggered, dying (and then dead). But there is space between those situations that you don't have in a true wound track. And of course, if I wanted even more complexity (which 5e could probably withstand) I could have more boxes on the quasi-wound track.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7580510, member: 4937"] True, and they can blur at the edges. For example, you can implement both hit points and a wound track by having statuses that come into effect when you have various fractions of your max hit points. One of the biggest problems I have with 5e though makes this tough to adapt to 5e, and that is that in an effort to get rid of the fiddliness of prior editions they introduced a very elegant advantage/disadvantage mechanic. And it's really elegant but what it lacks is any concept of 'extra advantaged' or 'extra disadvantaged'. So if you are already advantaged, there is no value in trying to do anything that would increase your advantage and if your already disadvantaged there is no value in avoiding doing things that increase your disadvantage. Things are already as bad as they can get. You are never forced to throw 3 or 4 die and choose the best/worse. If you do something like, "If you have less than 50% hit points, you are 'wounded' and have disadvantage on all rolls.", you might mitigate some of the hit point inflation by punishing you tactically for choices that get you wounded, but you interact negatively with the rest of the system. So while getting rid of fiddliness was worthwhile, it really feels like a big tradeoff. My homebrew system has a quasi-wound track where if you are reduced to 10% or less of your hit points, you are 'staggered' and limited to partial actions, and reduced to less than 0 hit points you are dying. So in a sense, you have 3 hit points - healthy, staggered, dying (and then dead). But there is space between those situations that you don't have in a true wound track. And of course, if I wanted even more complexity (which 5e could probably withstand) I could have more boxes on the quasi-wound track. [/QUOTE]
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