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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Raven Crowking" data-source="post: 5600287" data-attributes="member: 18280"><p>Well, poison doesn't necessarily have anything to do with hit points, nor does a mickey (mouse) slipped into your drink. My system of choice is hit-point-based, and can handle that KO quite easily, using more than one possible mechanic, so I'm not seeing that as a strong argument against hit points, either.</p><p></p><p></p><p></p><p>Nonsense.</p><p></p><p>This problem only occurs when <em><strong>hit points accrued </strong></em>are not modelled in a static way, and hit point damage <em><strong>is</strong></em>. When you say</p><p></p><p></p><p></p><p>you mistake particular hit point systems for hit point systems overall. If "what is going on there" is more than "just one more punch", the fault lies not with the hit points on the receiving end, but how damage is modelled on the "dishing it out" end.</p><p></p><p>I am playing a game that models "doing more damage" or "trying harder to hit" or knockback or trips or any of a countless host of other things as a tradeoff. You accept additional risk to potentially gain greater rewards. And it uses hit points.</p><p></p><p>In a recent fight, where the party was overwhelmed by a superior swordsman, the halfling rogue hid himself and prepared to snipe the swordsman if the opportunity appeared. Another character, a fighter with a spear, was able to drive the swordsman out of the main group, where the rogue had a better chance of sniping.</p><p></p><p>Despite the fact that, had they simply engaged him in melee, the swordsman would have cut through them, they were able to win. And dramatically so. It did not feel like "just one more punch" -- it felt like what it was: A desperate Hail Mary pass from far downfield.</p><p></p><p>One of my players/playtesters was concerned that hit points allowed a character to "get shot in the face" with a gun and live. But hit point systems assume that many (if not most) successful attacks are not shots to the face. What a good hit point system does -- and what I worked hard to make mine do -- is differentiate between an average hit and a hit that is more likely to be a shot to the face.</p><p></p><p>(Incidentally, that player later lost a character by being shot in the face, literally, with a gun, in my rewrite playtest of Paizo's <em><strong>Carrion Hill</strong></em>.)</p><p></p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5600287, member: 18280"] Well, poison doesn't necessarily have anything to do with hit points, nor does a mickey (mouse) slipped into your drink. My system of choice is hit-point-based, and can handle that KO quite easily, using more than one possible mechanic, so I'm not seeing that as a strong argument against hit points, either. Nonsense. This problem only occurs when [I][B]hit points accrued [/B][/I]are not modelled in a static way, and hit point damage [I][B]is[/B][/I]. When you say you mistake particular hit point systems for hit point systems overall. If "what is going on there" is more than "just one more punch", the fault lies not with the hit points on the receiving end, but how damage is modelled on the "dishing it out" end. I am playing a game that models "doing more damage" or "trying harder to hit" or knockback or trips or any of a countless host of other things as a tradeoff. You accept additional risk to potentially gain greater rewards. And it uses hit points. In a recent fight, where the party was overwhelmed by a superior swordsman, the halfling rogue hid himself and prepared to snipe the swordsman if the opportunity appeared. Another character, a fighter with a spear, was able to drive the swordsman out of the main group, where the rogue had a better chance of sniping. Despite the fact that, had they simply engaged him in melee, the swordsman would have cut through them, they were able to win. And dramatically so. It did not feel like "just one more punch" -- it felt like what it was: A desperate Hail Mary pass from far downfield. One of my players/playtesters was concerned that hit points allowed a character to "get shot in the face" with a gun and live. But hit point systems assume that many (if not most) successful attacks are not shots to the face. What a good hit point system does -- and what I worked hard to make mine do -- is differentiate between an average hit and a hit that is more likely to be a shot to the face. (Incidentally, that player later lost a character by being shot in the face, literally, with a gun, in my rewrite playtest of Paizo's [I][B]Carrion Hill[/B][/I].) :lol: RC [/QUOTE]
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