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The Healing Paradox
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<blockquote data-quote="pemerton" data-source="post: 5955073" data-attributes="member: 42582"><p>I hope it's not out of line for me to push just a little bit harder: "turning a serious blow into a less serious one" surely means dodging, parrying, arrow cutting or something similar.</p><p></p><p>Which makes me ask: why do we need a hp mechanism in addition to AC - because AC <em>also</em> represents the ability to turn a serious blow into a less serious one?</p><p></p><p>I'm not expecting you to seriously answer that - I mean, that would be the opposite of flatter math, and the problems that scaling causes seems to be one of the less controversial issues around here - but to me it illustrates the odd place that hit points occupy in the game design.</p><p></p><p>(And why do hit points apply to falls, on this model - how does fighting skill turn a <em>fall</em> into something less serious? Whereas hp as metagame/fate peanuts can handle this fine - in the extreme case, you landed on a pile of feathers!)</p><p></p><p>Anyway, relating this back to KM's posts a page or two upthread: hit point loss, on your model, signifies wounding, but unless I've misunderstood it there is no correlation between hp lost and wounds suffered - hit points aren't a <em>measure of</em> wounds taken. For example, on your model the wound suffered when the first 6 hp are lost by a high level fighter is very different from the wound suffered when the last 6 hp are lost.</p><p></p><p>So I don't think your approach is "hp as wounds" in KM's sense - it's more "hp as fighting skill".</p><p></p><p>Correct me if I've misunderstood you!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5955073, member: 42582"] I hope it's not out of line for me to push just a little bit harder: "turning a serious blow into a less serious one" surely means dodging, parrying, arrow cutting or something similar. Which makes me ask: why do we need a hp mechanism in addition to AC - because AC [I]also[/I] represents the ability to turn a serious blow into a less serious one? I'm not expecting you to seriously answer that - I mean, that would be the opposite of flatter math, and the problems that scaling causes seems to be one of the less controversial issues around here - but to me it illustrates the odd place that hit points occupy in the game design. (And why do hit points apply to falls, on this model - how does fighting skill turn a [I]fall[/I] into something less serious? Whereas hp as metagame/fate peanuts can handle this fine - in the extreme case, you landed on a pile of feathers!) Anyway, relating this back to KM's posts a page or two upthread: hit point loss, on your model, signifies wounding, but unless I've misunderstood it there is no correlation between hp lost and wounds suffered - hit points aren't a [I]measure of[/I] wounds taken. For example, on your model the wound suffered when the first 6 hp are lost by a high level fighter is very different from the wound suffered when the last 6 hp are lost. So I don't think your approach is "hp as wounds" in KM's sense - it's more "hp as fighting skill". Correct me if I've misunderstood you! [/QUOTE]
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