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<blockquote data-quote="mlund" data-source="post: 6615076" data-attributes="member: 50304"><p>More specifically, hit points what separate a character from being beaten into a helpless, senseless state (unconscious). Maybe that's some meat, some dumb luck, a bunch of stamina, and probably a pain threshold too. It doesn't really matter, though. If an enemy has Hit Points he's resisting you. You can't cross his 5' square area. He's probably employing a lethal weapon against you too. If an enemy has no hit points he's in a pile on the floor, no longer posing any resistance, possibly bleeding out or going into shock.</p><p></p><p>The key point is that the Combat mechanics revolve around putting opponents to 0 HP. A lot of the functionality is framed around this kind of throw-down. A chase scene doesn't have that goal and doesn't need to play by those rules. The two can bleed over into one-another as appropriate, but this isn't a game where every rule is part of some sort of simulation physics engine. What's true in Combat (you can't dodge past that armored guy in a fight scene just to get at the squishy guys behind him) doesn't have to be true in Interaction (you probably can dodge past that armored guy in a chase scene to continue making your escape through the castle - tell me about your stunt).</p><p></p><p>Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6615076, member: 50304"] More specifically, hit points what separate a character from being beaten into a helpless, senseless state (unconscious). Maybe that's some meat, some dumb luck, a bunch of stamina, and probably a pain threshold too. It doesn't really matter, though. If an enemy has Hit Points he's resisting you. You can't cross his 5' square area. He's probably employing a lethal weapon against you too. If an enemy has no hit points he's in a pile on the floor, no longer posing any resistance, possibly bleeding out or going into shock. The key point is that the Combat mechanics revolve around putting opponents to 0 HP. A lot of the functionality is framed around this kind of throw-down. A chase scene doesn't have that goal and doesn't need to play by those rules. The two can bleed over into one-another as appropriate, but this isn't a game where every rule is part of some sort of simulation physics engine. What's true in Combat (you can't dodge past that armored guy in a fight scene just to get at the squishy guys behind him) doesn't have to be true in Interaction (you probably can dodge past that armored guy in a chase scene to continue making your escape through the castle - tell me about your stunt). Marty Lund [/QUOTE]
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