Sepulchrave II
Legend
I've been crazy enough to read every post in this thread over the past few days, and watch the argument rage back and forth without surcease. Fundamentally, two separate paradigms - actually more than two - are being articulated. This thread has been especially interesting to me, as I've been playing a lot of Pendragon recently, where characters can be incapacitated for months after receiving serious wounds, and, in fact, may never recover fully from them.
D&D, in all of its incarnations, is remarkably forgiving of injury.
This is a noble (if perhaps forlorn) hope. I actually believe that hit points as we understand them must die - I have a vain hope that 6e will come to this realization.
Fundamentally, it means shifting player expectations: real wounds need to be as undesirable as real wounds; almost as unacceptable as death to a character, with the understanding that a real wound is a whole lot of hassle which needs to be seriously addressed taking time, resources and halting progress through the "adventure." Just like death is now.
Consider a dead character. What do you do with them? Leave them to rot? Take them to a temple or have the party healer use powerful magic to have them raised/resurrected? If a real wound were as infrequent as death is currently, it would present as much of a challenge or obstacle.
Characters might still be stunned, knocked out, exhausted, winded, battered and bruised. They can run out of luck, divine protection, chutzpah, mojo or "it." But if they're really wounded, they're in trouble.
I'm in partial agreement with this; various WP/VP systems have tried to implement it with varying degrees of success.
Ideally, I'd like the "other" pool that you speak of absorb mana/spellcasting power and action points as well. A universal resource which scales with level. I don't know what I'd call it.
D&D, in all of its incarnations, is remarkably forgiving of injury.
Herremann the Wise said:I think what would be interesting is getting all the obviously intelligent and imaginative people on this thread together to create a damage/healing system that uses hit points (that is one D&D sacred cow that should never be killed) and makes sense to all of us here. It would be nice to see that such a thing is possible. Now there's a new challenge.
This is a noble (if perhaps forlorn) hope. I actually believe that hit points as we understand them must die - I have a vain hope that 6e will come to this realization.
Fundamentally, it means shifting player expectations: real wounds need to be as undesirable as real wounds; almost as unacceptable as death to a character, with the understanding that a real wound is a whole lot of hassle which needs to be seriously addressed taking time, resources and halting progress through the "adventure." Just like death is now.
Consider a dead character. What do you do with them? Leave them to rot? Take them to a temple or have the party healer use powerful magic to have them raised/resurrected? If a real wound were as infrequent as death is currently, it would present as much of a challenge or obstacle.
Characters might still be stunned, knocked out, exhausted, winded, battered and bruised. They can run out of luck, divine protection, chutzpah, mojo or "it." But if they're really wounded, they're in trouble.
JamesonCourage said:I'm still all for two HP pools, one for "physical" (taking the punishment and heroically continuing) and one for "other" (such as dodging, deflecting, armor absorbing the blow, luck saving the individual, divine guidance or force saving the individual, fate saving the individual, determination, fatigue, etc.). The "other" pool would always get absorbed first, though attached effects don't work if they only damage "other" HP (for example, if a power dealt damage + prone, it wouldn't knock the target prone if it only damaged "other" HP).
I'm in partial agreement with this; various WP/VP systems have tried to implement it with varying degrees of success.
Ideally, I'd like the "other" pool that you speak of absorb mana/spellcasting power and action points as well. A universal resource which scales with level. I don't know what I'd call it.