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Something that has to be modeled in this game and currently is not
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<blockquote data-quote="Magil" data-source="post: 6012745" data-attributes="member: 6672353"><p>Oh, I don't disagree that hit points are an abstraction. Which is why I definitely think that things like falling damage are just fine as taking off hit points. It's usually just as reasonable to assume you get better at landing from falls when you level up as you get better at fighting, right? I still hold that simply scaling damage up to be level-appropriate is probably the best solution to that kind of problem.</p><p></p><p>The problem is that in a settling with magical healing, it's going to be hard to sell to some people that something as simple as a broken leg or twisted ankle is going to trouble someone for longer than it takes to see the nearest cleric. What I like to do is use strong magical curses or potent diseases/unusual poisons for those kinds of situations.</p></blockquote><p></p>
[QUOTE="Magil, post: 6012745, member: 6672353"] Oh, I don't disagree that hit points are an abstraction. Which is why I definitely think that things like falling damage are just fine as taking off hit points. It's usually just as reasonable to assume you get better at landing from falls when you level up as you get better at fighting, right? I still hold that simply scaling damage up to be level-appropriate is probably the best solution to that kind of problem. The problem is that in a settling with magical healing, it's going to be hard to sell to some people that something as simple as a broken leg or twisted ankle is going to trouble someone for longer than it takes to see the nearest cleric. What I like to do is use strong magical curses or potent diseases/unusual poisons for those kinds of situations. [/QUOTE]
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