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<blockquote data-quote="Frostmarrow" data-source="post: 3963659" data-attributes="member: 1122"><p>I'm serious about hp. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In an advanced game you can keep track of what the hp loss comes from and then have recovery of those hp be conditional on the type of status. If someone lights a torch all darkness hp damage is lifted. If you drink the antidote all poison hp loss is cured. And so on.</p><p></p><p>It makes life easy for module authors and crunch writers as well. They can make up anything they like and compare the discomfort level to that of being stabbed with a dagger or maimed with a guisarme (because weapon damage is a handy, as in every PHB, reference.)</p><p></p><p>Say for instance that you need a <em>hamstringed</em> status because you are writing up a feat. You simply put down 4 hp damage as the negative effect of being hamstringed. The equivalent of being stabbed with a dagger. Since the game is disregarding axe swings to the head (and how that affects movement and accuracy) why bother with minutae in this instance? The fluff is in the names.</p><p></p><p>Flanking is already fixed with combat advantage. If you got it you can sneak attack, but you don't think you will get a +2 on top of that? Nah.</p><p></p><p>Lockpicks is a requirement to even try. Face it, I'm not going to any open lock with a knife.</p><p></p><p>Anyways, the designers can dance around any issues that might appear. The single thing that is important (to me as a gamist) is - will it float? Speedily.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 3963659, member: 1122"] I'm serious about hp. :) In an advanced game you can keep track of what the hp loss comes from and then have recovery of those hp be conditional on the type of status. If someone lights a torch all darkness hp damage is lifted. If you drink the antidote all poison hp loss is cured. And so on. It makes life easy for module authors and crunch writers as well. They can make up anything they like and compare the discomfort level to that of being stabbed with a dagger or maimed with a guisarme (because weapon damage is a handy, as in every PHB, reference.) Say for instance that you need a [I]hamstringed[/I] status because you are writing up a feat. You simply put down 4 hp damage as the negative effect of being hamstringed. The equivalent of being stabbed with a dagger. Since the game is disregarding axe swings to the head (and how that affects movement and accuracy) why bother with minutae in this instance? The fluff is in the names. Flanking is already fixed with combat advantage. If you got it you can sneak attack, but you don't think you will get a +2 on top of that? Nah. Lockpicks is a requirement to even try. Face it, I'm not going to any open lock with a knife. Anyways, the designers can dance around any issues that might appear. The single thing that is important (to me as a gamist) is - will it float? Speedily. [/QUOTE]
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