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<blockquote data-quote="Sepulchrave II" data-source="post: 5714607" data-attributes="member: 4303"><p>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 <em>Pendragon</em> recently, where characters can be incapacitated for <em>months</em> after receiving serious wounds, and, in fact, may never recover fully from them.</p><p></p><p>D&D, in all of its incarnations, is remarkably forgiving of injury.</p><p></p><p></p><p></p><p>This is a noble (if perhaps forlorn) hope. I actually believe that hit points as we understand them <em>must die</em> - I have a vain hope that 6e will come to this realization.</p><p></p><p>Fundamentally, it means shifting player expectations: real wounds need to be as undesirable as <em>real wounds</em>; almost as unacceptable as death to a character, with the understanding that a <em>real wound</em> 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.</p><p></p><p>Consider a <em>dead</em> 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 <em>real wound</em> were as infrequent as death is currently, it would present as much of a challenge or obstacle. </p><p></p><p>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 <em>really wounded</em>, they're in trouble.</p><p></p><p></p><p></p><p>I'm in partial agreement with this; various WP/VP systems have tried to implement it with varying degrees of success.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5714607, member: 4303"] 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 [I]Pendragon[/I] recently, where characters can be incapacitated for [I]months[/I] 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 [I]must die[/I] - 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 [I]real wounds[/I]; almost as unacceptable as death to a character, with the understanding that a [I]real wound[/I] 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 [I]dead[/I] 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 [I]real wound[/I] 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 [I]really wounded[/I], 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. [/QUOTE]
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