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<blockquote data-quote="JamesonCourage" data-source="post: 5714463" data-attributes="member: 6668292"><p>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).</p><p></p><p>I think it would address a lot of things. I use this in my RPG, and my group likes it. The "other" pool recharges extremely quickly naturally, while the "physical" pool recovers slowly naturally. You can use magic to heal the "physical" pool but not the "other" pool, and you can use something like the 4e Warlord to heal the "other" pool. You can even create a type of "Fatebender" or "God-blooded" class that heals the "other" pool as well, attach it to Epic Destiny (some sort of demigod destiny) that allows divine protection (which might let a Cleric with that destiny heal both types), and so on. (By now it's probably obvious I'm only slightly knowledgeable with 4e.)</p><p></p><p>I think breaking it down would help people see the narration as it happens.</p><p></p><p>GM: "Well, that's 15 damage." </p><p>PC: "That's only "other" HP."</p><p>GM: "The troll swings at you, but you deflect the blow at the last moment, and the force leaves a nasty crack in the ground. You're panting now, and you're not sure how much of more of this you can take."</p><p></p><p>OR</p><p></p><p>GM: "Well, that's 15 damage."</p><p>PC: "That's the rest of my "other" HP, and 9 of my "physical" HP..."</p><p>GM: "The troll swings at you, and though you're able to deflect a blow that surely would have killed you, the blow slams into you, knocking you to the ground (prone power). Your right arm and body ache, and you're pushing yourself through the pain, but you know you don't want to take another hit."</p><p></p><p>Just my thoughts on it. I think it could really help guide the narrative in a coherent way. I also think that certain effects should bypass "other" HP, though, such as falling damage, being on fire, or the like. In the other healing surge thread, there was some concern that certain effects that bypass "other" HP would become the new standard attack. For example, everyone would always try to push other people off of a cliff or use a torch on them, because it's bypasses "other" HP. I think between nonproficiency (lower attack roll), low damage, and the save to negate being on fire, the torch is suboptimal unless you're facing fire-vulnerable foes (which is then fine, in my book), but I think pushing an enemy off of a cliff seems more like a fun feature and tactical attack than a bug.</p><p></p><p>Again, though, that's just me. Obviously some people have voiced disagreement, and that's fine. It's preference. No one system will work for everyone. I could see a "physical"/"other" divide that doesn't discriminate based on damage type (maybe when you fall you get lucky and land in some moss, fall through a cloth overhang, or something). I like the divide more with certain attacks bypasses the "other" HP, but that's just me. As always, play what you like <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5714463, member: 6668292"] 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 think it would address a lot of things. I use this in my RPG, and my group likes it. The "other" pool recharges extremely quickly naturally, while the "physical" pool recovers slowly naturally. You can use magic to heal the "physical" pool but not the "other" pool, and you can use something like the 4e Warlord to heal the "other" pool. You can even create a type of "Fatebender" or "God-blooded" class that heals the "other" pool as well, attach it to Epic Destiny (some sort of demigod destiny) that allows divine protection (which might let a Cleric with that destiny heal both types), and so on. (By now it's probably obvious I'm only slightly knowledgeable with 4e.) I think breaking it down would help people see the narration as it happens. GM: "Well, that's 15 damage." PC: "That's only "other" HP." GM: "The troll swings at you, but you deflect the blow at the last moment, and the force leaves a nasty crack in the ground. You're panting now, and you're not sure how much of more of this you can take." OR GM: "Well, that's 15 damage." PC: "That's the rest of my "other" HP, and 9 of my "physical" HP..." GM: "The troll swings at you, and though you're able to deflect a blow that surely would have killed you, the blow slams into you, knocking you to the ground (prone power). Your right arm and body ache, and you're pushing yourself through the pain, but you know you don't want to take another hit." Just my thoughts on it. I think it could really help guide the narrative in a coherent way. I also think that certain effects should bypass "other" HP, though, such as falling damage, being on fire, or the like. In the other healing surge thread, there was some concern that certain effects that bypass "other" HP would become the new standard attack. For example, everyone would always try to push other people off of a cliff or use a torch on them, because it's bypasses "other" HP. I think between nonproficiency (lower attack roll), low damage, and the save to negate being on fire, the torch is suboptimal unless you're facing fire-vulnerable foes (which is then fine, in my book), but I think pushing an enemy off of a cliff seems more like a fun feature and tactical attack than a bug. Again, though, that's just me. Obviously some people have voiced disagreement, and that's fine. It's preference. No one system will work for everyone. I could see a "physical"/"other" divide that doesn't discriminate based on damage type (maybe when you fall you get lucky and land in some moss, fall through a cloth overhang, or something). I like the divide more with certain attacks bypasses the "other" HP, but that's just me. As always, play what you like :) [/QUOTE]
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