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General Tabletop Discussion
*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Ahnehnois" data-source="post: 6094830" data-attributes="member: 17106"><p>I think even from your post it's clear that the problem started before that. There was already a problem when players of the game were thinking in terms of concrete physical wounds, but the rules didn't really reflect that very well. The sensible design direction would have been to create rules that matched the way people were playing and modeled physical wounds.</p><p></p><p>I mean, it's remarkable that we have rules for dozens of trivially different tricks a fighter can do with a shield (or, if you go back, charts for different weapon vs armor combinations), but the rules don't differentiate a broken leg from a severed artery, let alone fatigue, psychological damage, and "luck". Virtually no design space has been devoted to the enormous list of concepts that hit points can be tied to; they're all just lumped together into one number. Hit points are really bizarre.</p><p></p><p>Personally, when I'm working on my current vp/wp/injury system, the first thing to me is to make it really clear and discrete and explicit as to what each mechanic means in the context of the game world.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6094830, member: 17106"] I think even from your post it's clear that the problem started before that. There was already a problem when players of the game were thinking in terms of concrete physical wounds, but the rules didn't really reflect that very well. The sensible design direction would have been to create rules that matched the way people were playing and modeled physical wounds. I mean, it's remarkable that we have rules for dozens of trivially different tricks a fighter can do with a shield (or, if you go back, charts for different weapon vs armor combinations), but the rules don't differentiate a broken leg from a severed artery, let alone fatigue, psychological damage, and "luck". Virtually no design space has been devoted to the enormous list of concepts that hit points can be tied to; they're all just lumped together into one number. Hit points are really bizarre. Personally, when I'm working on my current vp/wp/injury system, the first thing to me is to make it really clear and discrete and explicit as to what each mechanic means in the context of the game world. [/QUOTE]
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Second Wind: Yes or No?
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