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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Nagol" data-source="post: 5599933" data-attributes="member: 23935"><p>I was mostly agreeing with you that the expansion of hp into less tangible realms increases the need for the player group to track physical damage differently. This is a sensible design path for an RPG. It trades complexity for a more "simulationist" feel for the toll of combat.</p><p></p><p></p><p></p><p>The simplest way to expand hp to fill these roles that helps serve narrative sense is to give each one its own bucket. Running out of any particular bucket has a grave consequce tied to the bucket type (unconsciousness, despair, incapacitation, chronic conditions, curses, etc.). The player gets to choose which bucket to draw from whenever combat indicates a toll (previously termed damage). Each bucket has a different form of refresh -- some of which are mutually exclusive like physical therapy for "Physical Punishment but Keep Going" versus days of meditative introspection for "Inner Power".</p><p></p><p>That allows the player and the DM to narrate the action consistently when damage is applied and to sensibly apply consequence where and when it is appropriate.</p><p></p><p></p><p></p><p>My point about defensive abilities like DR and incorporeality is they should only apply to specific types of hp "damage". The djinni may be immune to normal metal, but he can still be flustered, lose divine favour, abuse his luck, and so on. Currently, the defenses are globally applied.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5599933, member: 23935"] I was mostly agreeing with you that the expansion of hp into less tangible realms increases the need for the player group to track physical damage differently. This is a sensible design path for an RPG. It trades complexity for a more "simulationist" feel for the toll of combat. The simplest way to expand hp to fill these roles that helps serve narrative sense is to give each one its own bucket. Running out of any particular bucket has a grave consequce tied to the bucket type (unconsciousness, despair, incapacitation, chronic conditions, curses, etc.). The player gets to choose which bucket to draw from whenever combat indicates a toll (previously termed damage). Each bucket has a different form of refresh -- some of which are mutually exclusive like physical therapy for "Physical Punishment but Keep Going" versus days of meditative introspection for "Inner Power". That allows the player and the DM to narrate the action consistently when damage is applied and to sensibly apply consequence where and when it is appropriate. My point about defensive abilities like DR and incorporeality is they should only apply to specific types of hp "damage". The djinni may be immune to normal metal, but he can still be flustered, lose divine favour, abuse his luck, and so on. Currently, the defenses are globally applied. [/QUOTE]
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