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General Tabletop Discussion
*Dungeons & Dragons
The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="5ekyu" data-source="post: 7830171" data-attributes="member: 6919838"><p>Die Hard... he bleeds including pilling shards of glass out of his feet, he moans, he moves slowly limping, he seems barely able to stand, looks like needs an ambulance but... </p><p>When he needs to go one-on-one with blonde teutonic giant merc, he does. </p><p>When he needs to do a one shot quick draw kill, he does.</p><p>When he needs to sprint, jump, grab his wife from plummet to doom, he does.</p><p></p><p>This to me follows the HP model dead spot on including narrative including wounds and signs of trauma as the events unfold. </p><p></p><p>To me, one thing I would strongly recommend for GMs having cognitive issues with HP, long rest overnight recovery, narrative descriptions and the like is to, well, <em>consider</em> finishing the job.</p><p></p><p>Just like you narratively describe the very John McClean combat woes, provide some narrative hooks for the recoveries. Maybe add-in a scdne or description of "common remedies" that help bridge this issue in hour fantasy world. We all know that the Twinkies, dome cigarettes and a cloth wrapped loosely around a gaping flag doesnt let you walk around much less run and jump on what big bad John had, but its acceptable in the context of the film. We all know a break to chew down aspirin and frt dome water wont get your action here back to slaughter mode, but it's a nod within the scenes to "a hook" to hang that suspension onto.</p><p></p><p>So, maybe have some scene mentions of use of "known herbs" or "Miagi tea and masssge" that covers these things. </p><p></p><p>But... second topic...</p><p>I am strongly considering a slight change in the next game, removing unconscious at zero.</p><p></p><p>Basically embrace that hp = buffer plot armor and have zero hp be "exposed". At that point, one or more potential fatal flaws has been created and now "its life or death". Now, at zero, more damage causes death saves where a success gets you a condition (wound) and failure get you a death point <em>and</em> a condition. X death points equals dead. These conditions and death points wont be as simple as just curing to 1 hp. </p><p></p><p>Now, if you want a less cut and dried feature, maybe we just let the damage that brings you to zero cause it too. I font like this but can see it as likely. </p><p></p><p>Narratively, the descriptions of lost hp, especially after half or lower, can lead to this "expose". I kind of fo that now, giving hit themes to NPCs and sometimes using that in the final kill narration.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7830171, member: 6919838"] Die Hard... he bleeds including pilling shards of glass out of his feet, he moans, he moves slowly limping, he seems barely able to stand, looks like needs an ambulance but... When he needs to go one-on-one with blonde teutonic giant merc, he does. When he needs to do a one shot quick draw kill, he does. When he needs to sprint, jump, grab his wife from plummet to doom, he does. This to me follows the HP model dead spot on including narrative including wounds and signs of trauma as the events unfold. To me, one thing I would strongly recommend for GMs having cognitive issues with HP, long rest overnight recovery, narrative descriptions and the like is to, well, [I]consider[/I] finishing the job. Just like you narratively describe the very John McClean combat woes, provide some narrative hooks for the recoveries. Maybe add-in a scdne or description of "common remedies" that help bridge this issue in hour fantasy world. We all know that the Twinkies, dome cigarettes and a cloth wrapped loosely around a gaping flag doesnt let you walk around much less run and jump on what big bad John had, but its acceptable in the context of the film. We all know a break to chew down aspirin and frt dome water wont get your action here back to slaughter mode, but it's a nod within the scenes to "a hook" to hang that suspension onto. So, maybe have some scene mentions of use of "known herbs" or "Miagi tea and masssge" that covers these things. But... second topic... I am strongly considering a slight change in the next game, removing unconscious at zero. Basically embrace that hp = buffer plot armor and have zero hp be "exposed". At that point, one or more potential fatal flaws has been created and now "its life or death". Now, at zero, more damage causes death saves where a success gets you a condition (wound) and failure get you a death point [I]and[/I] a condition. X death points equals dead. These conditions and death points wont be as simple as just curing to 1 hp. Now, if you want a less cut and dried feature, maybe we just let the damage that brings you to zero cause it too. I font like this but can see it as likely. Narratively, the descriptions of lost hp, especially after half or lower, can lead to this "expose". I kind of fo that now, giving hit themes to NPCs and sometimes using that in the final kill narration. [/QUOTE]
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The "everyone at full fighting ability at 1 hp" conundrum
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