which makes me wonder what's the point?
I feel much the same way, but I can see how 4Ed's minions are, if nothing else, a lot less bookkeeping for the DM.
which makes me wonder what's the point?
I strongly disagree. In cinema and literature, fights tend to be drawn out affairs, with characters whittling each other down before finally delivering a telling blow. Mooks, of course, have few hit points, while good guys can always take one or more hits from a mook from anything that could be conceivably survived. Hit points are perfect for simulating that.
This gets too far away from what h.p. should represent, in my view. There's lots of ways to parlay a character ability into a mechanical advantage in combat for someone else (+ to hit, +to damage, + to AC, + to saves, etc.) and thus no need to mess with h.p. - and by extension, no need to mess with the idea that at least in some form they all represent some sort of physical damage, be it fatigue, scratches and bruises, or whatever.Importantly in terms of 4th edition, the warlord's "Inspiring Word" is a great way of increasing hit points: giving the target a boost in morale that helps them to keep going, to keep blocking attacks and defending themselves and not giving up. However, in terms of healing physical damage or wounds, it makes absolutely no sense and thus why 4e has got the right idea in regards to how to utilize hit points, although it does not separate out physical damage and thus the prime issue still remains. Importantly what this all allows is making sure that more than one specific type of character can increase the longevity of allied combatants in combat. In fact, I would take the warlord concept further to a charismatic fighter boosting the morale of his allies (buffing their hit points) with a killing blow on an important enemy combatant. It is easy to think of other classes similarly finding ways to boost hit points of themselves and others when you think of hit points as they have been basically defined; just minus the physical damage component. Physical damage always requires a healers powers (be it mundane or divine).
Some sort of berserking ability (big + to hit and damage at cost of a significant AC penalty; only helps with melee) solves this fairly easily. Again, h.p. are left out of it.Perhaps we are not so far apart in this regard. I would not want to see such a thing used for wuxia-style running across the ceiling, whacky over-the-top moves and maneuvers. However, what I would like to see is the dynamic of burning the candle at both ends in combat. A combatant may go about defensively conserving their efforts as best as possible, or a combatant could choose to go all out throwing caution to the wind in the pursuit of quickly overwhelming their foes. I'd like to think this could be done while reasonably following the fiction of the combat.
That's a way different version of Death's Door than I'm used to.However there are magics, be they divine sacrifice of the most supreme degree or the darkest of a black cabal's secrets that can affect a character in this state. The death's door magic that you mention is possible... but is the price paid too high, or is it something that a character can "live" with? There are always ways of achieving things but they perhaps demand a price too high.
Good points. I agree that these are all important features of adventure fiction. But I don't think of hit points as a fiction-simulationist mechanic because:I strongly disagree. In cinema and literature, fights tend to be drawn out affairs, with characters whittling each other down before finally delivering a telling blow. Mooks, of course, have few hit points, while good guys can always take one or more hits from a mook from anything that could be conceivably survived. Hit points are perfect for simulating that.
Does the villain just have to be struck a certain number of times until the final blow takes his last few hit points, even if that final blow is a feeble at-will power?
Good points. I agree that these are all important features of adventure fiction. But I don't think of hit points as a fiction-simulationist mechanic because:
1) That wasn't the original intention.
DMG said:As has been detailed, hit points are not actually a measure of physical
damage, by and large, as far as characters (and some other creatures as
well) are concerned. Therefore, the location of hits and the type of
domage caused are not germane to them. While this is not true with
respect to most monsters, it is neither necessary nor particularly useful. Lest
some purist immediately object, consider the many charts and tables
necessary to handle this sort of detail, and then think about how area
effect spells would work. In like manner, consider all of the nasty things
which face adventurers as the rules stand. Are crippling disabilities and
yet more ways to meet instant death desirable in an open-ended, episodic
game where participants seek to identify with lovingly detailed and
developed player-character personae? Not likely! Certain death is os undesirable
as a give-away compoign. Combat is a common pursuit in the
vast majority of adventures, ond the participants in the campaign deserve
a chance to exercise intelligent.choice during such confrontations. As hit
points dwindle they can opt to break off the encounter and attempt to flee.
2) The mechanic has not been used in this manner, certainly prior to 4e. What I mean by this is that by the core rules PCs have always started at 1st level and thus have too few hit points to resemble fictional protagonists. Admittedly one can get around this by starting the PCs at higher than 1st level, as is the case in the original Dragonlance modules.
3) Hit points don't do the job of fiction-sim sufficiently well -
They are the wrong mechanic to simulate mooks. A simpler rule, such as, “A Mook is always incapacitated when struck by a Hero”, is all that is required. A mook doesn't need a hit points stat at all. And it leaves open the possibility that a hero might deal insufficient damage to take one out in a single blow.
They are the wrong mechanic to simulate protagonists. In adventure fiction, when the protagonist is visibly wounded and struggles on, what is going on there? Is he being whittled down? If he's struck a sufficient number of times will he be taken out? No, imo what's happening is that we need to see our heroes suffer before they can win. Rather than hit points, a Suffering stat would be more appropriate. Suffering would have to reach a certain value before the villain can be defeated.
Protagonists in adventure fiction can certainly be incapacitated but when it happens they are not generally whittled down. It's instant – chloroform, blow to the head, sleep gas, hypnotic lights - and they wake up imprisoned or in a death trap. It's primarily a scene-switching device, though the experience would also add to the hero's Suffering.
They are insufficient, as a mechanic, to simulate villains. You're correct that, in order to simulate adventure fiction, the confrontation with the villain needs to take a significant length of time. But are hit points the right mechanic here? Does the villain just have to be struck a certain number of times until the final blow takes his last few hit points, even if that final blow is a feeble at-will power?
That's not how it works imo. The final blow has to be something special, it's not just one more bullet. For example the Terminator in the first film has to be crushed in a hydraulic press.
The great strength of the hit point mechanic, in my view, is not that it simulates anything, but that it is simple and playable. Thus I do not see it as simulationist.
I'm pretty sure the minion rules in 4e are intended to simulate the source material for D&D, such as Legolas and Gimli at the Battle for Helms Deep.
As I've said before, hit points are terrible for emulating action and adventure stories.In cinema and literature, fights tend to be drawn out affairs, with characters whittling each other down before finally delivering a telling blow.
Realistic combat isn't necessarily grim so much as unpredictable. Sometimes the first shot is through the heart or through the brain stem; other times a dozen rapier thrusts through the torso somehow manage to miss anything vital.Now, in real life, real fights tend to be over in seconds, although the loser may not die, and if they die, may take several minutes or even hours to do it. If you want to simulate something like that, take something like GURPS and turn the dial to "WWII-PTSD version."
As I've said before, hit points are terrible for emulating action and adventure stories.They're certainly terrible for emulating Tolkien's Hobbit and Lord of the Rings stories, in which Bard kills Smaug with a single arrow, Legolas kills a fell beast in the night with a single arrow, the Witch King of Angmar dies from one stab from a lowly hobbit and a follow-up by Eowyn, etc.None of those one-shot victims were mooks.
As some kind of luck points, they make perfect sense for the heroes of the story though. They just don't make sense as a universal measure of toughness, since tough men and beasts can be killed by a single well-placed shot -- especially a single well-placed shot from our heroes.
Realistic combat isn't necessarily grim so much as unpredictable. Sometimes the first shot is through the heart or through the brain stem; other times a dozen rapier thrusts through the torso somehow manage to miss anything vital.
The real difference between an elite warrior and a mook isn't physical durability, of course, but morale -- and, to a lesser extent, skill.
As I've said before, hit points are terrible for emulating action and adventure stories.They're certainly terrible for emulating Tolkien's Hobbit and Lord of the Rings stories, in which Bard kills Smaug with a single arrow, Legolas kills a fell beast in the night with a single arrow, the Witch King of Angmar dies from one stab from a lowly hobbit and a follow-up by Eowyn, etc.