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Community
General Tabletop Discussion
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The "everyone at full fighting ability at 1 hp" conundrum
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<blockquote data-quote="Lanefan" data-source="post: 7830679" data-attributes="member: 29398"><p>Excellent point.</p><p></p><p>Well, first off, if your game has magical healing the three-months-downtime issue largely goes away: even if you don't have a healer in the party you can always pay someone to patch you up with a spell or two. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As for the tracking issues, there's a relatively simple way to add to the realism yet not add too much to the bookkeeping that already exists in some other games: some sort of a body-fatigue or wound-vitality points system.</p><p></p><p>Here, fatigue or vitality points are 90% non-meat, represented physically by maybe a few nicks and scratches (this is necessary if poison and other such effects are to work as intended) but otherwise covering the whole luck-stamina-etc. side of things. These are the hit points you gain with level.</p><p></p><p>Body or wound points, on the other hand, are mostly meat; represented by actual injury of some sort and harder to recover or cure back. There's a wide range of detail you can get into regarding how specific injuries affect a character; but that's all optional. These are a fixed (as in, they never change once they're determined in the first place) amount of hit points that everyone has.</p><p></p><p>Agreed, though as I note there's ways of getting (relatively!) closer to perfect that don't cause too many headaches.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7830679, member: 29398"] Excellent point. Well, first off, if your game has magical healing the three-months-downtime issue largely goes away: even if you don't have a healer in the party you can always pay someone to patch you up with a spell or two. :) As for the tracking issues, there's a relatively simple way to add to the realism yet not add too much to the bookkeeping that already exists in some other games: some sort of a body-fatigue or wound-vitality points system. Here, fatigue or vitality points are 90% non-meat, represented physically by maybe a few nicks and scratches (this is necessary if poison and other such effects are to work as intended) but otherwise covering the whole luck-stamina-etc. side of things. These are the hit points you gain with level. Body or wound points, on the other hand, are mostly meat; represented by actual injury of some sort and harder to recover or cure back. There's a wide range of detail you can get into regarding how specific injuries affect a character; but that's all optional. These are a fixed (as in, they never change once they're determined in the first place) amount of hit points that everyone has. Agreed, though as I note there's ways of getting (relatively!) closer to perfect that don't cause too many headaches. [/QUOTE]
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The "everyone at full fighting ability at 1 hp" conundrum
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