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Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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<blockquote data-quote="GlaziusF" data-source="post: 4553554" data-attributes="member: 74166"><p>But the thing is, you only need to pack up the fruits and veggies once, at the start of your journey. </p><p></p><p>Similarly, when you come up with the character concept you can also come up with a damage model. And if circumstances change - say, your martial character starts realizing his epic destiny as a demigod of tactics - you can come up with a new one - his tattoos form into armies to "repel the invaders".</p><p></p><p>If your damage model has you going down in a pile of blood and guts at 0 hit points when you can't possibly jam them back in and get up without external (divine) aid, that's a problem with your damage model, not a problem with the system.</p><p></p><p>Admittedly, the "default damage model" that, say, the DM applies to the monsters he's running works roughly this way, and if you consider the hit point system as modeling life at full and death at 0 with a continuum in between, which is what the use of numerical "ratio" data intuitively suggests, it's the first thing to spring to mind.</p><p></p><p>But if you want to narrate incoming damage to your character you have to construct a damage model that has your character able to go from 0 hit points to full completely on his own. For anyone who doesn't want to rely on the supernatural, like for example "pure martial" characters, this can be done by modeling the loss of hit points as not lasting damage but shock - hard parries, glancing blows, et cetera. Hit point loss by itself doesn't have any persistent effects, though characters can still be knocked unconscious and die without grievous bodily harm. </p><p></p><p>The unified damage model can't meet several expectations. It can't account for healing from multiple sources necessarily having different physical effects - martial healing restores morale and vigor, divine healing closes wounds, arcane healing reverses time for the wound or constructs a mystical exoskeletal "cast" or "bandage". It also can't generate random combat wounds, though individual monsters can have "wounding powers" which apply a persistent effect after the pattern of the disease track. If you expect either of those, you have to bodge them in yourself, which often opens the door to indeterminacy.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4553554, member: 74166"] But the thing is, you only need to pack up the fruits and veggies once, at the start of your journey. Similarly, when you come up with the character concept you can also come up with a damage model. And if circumstances change - say, your martial character starts realizing his epic destiny as a demigod of tactics - you can come up with a new one - his tattoos form into armies to "repel the invaders". If your damage model has you going down in a pile of blood and guts at 0 hit points when you can't possibly jam them back in and get up without external (divine) aid, that's a problem with your damage model, not a problem with the system. Admittedly, the "default damage model" that, say, the DM applies to the monsters he's running works roughly this way, and if you consider the hit point system as modeling life at full and death at 0 with a continuum in between, which is what the use of numerical "ratio" data intuitively suggests, it's the first thing to spring to mind. But if you want to narrate incoming damage to your character you have to construct a damage model that has your character able to go from 0 hit points to full completely on his own. For anyone who doesn't want to rely on the supernatural, like for example "pure martial" characters, this can be done by modeling the loss of hit points as not lasting damage but shock - hard parries, glancing blows, et cetera. Hit point loss by itself doesn't have any persistent effects, though characters can still be knocked unconscious and die without grievous bodily harm. The unified damage model can't meet several expectations. It can't account for healing from multiple sources necessarily having different physical effects - martial healing restores morale and vigor, divine healing closes wounds, arcane healing reverses time for the wound or constructs a mystical exoskeletal "cast" or "bandage". It also can't generate random combat wounds, though individual monsters can have "wounding powers" which apply a persistent effect after the pattern of the disease track. If you expect either of those, you have to bodge them in yourself, which often opens the door to indeterminacy. [/QUOTE]
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