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The Healing Paradox
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<blockquote data-quote="Mercutio01" data-source="post: 5955084" data-attributes="member: 37277"><p>Well, a dodge that didn't quite get completely out of the way, or experience in combat giving the fighter the presence of mind to turn sideways to battle rather than face forward.</p><p></p><p>I don't see it as that. AC is the threshold it takes to actually make physical contact, not to turn a serious blow into a less serious one. Meeting or beating AC means you make physical contact, and HP/damage is a measure of how solid the contact is.</p><p></p><p>Yeah, that's one spot where HP completely fails at all levels: fate points, meat, skill, training, etc. Falling is a weird case that doesn't satisfy any model that I'm aware of (do Vitality/Wounds systems address falling better? I hadn't noticed any specifics dealing with it.).</p><p></p><p>Well, sort of. The loss of HP themselves is indicative of wounds suffered. It doesn't apply penalties to attacks and skills, but the mere fact that you have less HP means that your ability to take further hits is lessened. One scratch can't kill you, but a severe-enough road rash (a lot of scratches) very well might.</p><p></p><p>I suppose if you had to boil it down, it's that I still adhere most to "HP is a mix" and every hit that does damage is also a mix. I think in all honesty, that's where I diverge with HP is Fate people. Every hit that does damage is represented by the loss of HP that is a mix of all the different elements. I don't see a tier with some HP only being fate points and some only being meat. I see a mix where each HP is representative of the entire mix of what makes up HP. Every 1 HP is simultaneously meat, fate, luck, skill, ability, training, etc. That means every hit is a hit, but it leaves me completely free to describe hits as everything from a scratch or bruise to an arrow to the knee to a hacked off limb (usually only applied to NPCs when they die -- like when you play the Fallout CRPG and have Bloody Mess checked).</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5955084, member: 37277"] Well, a dodge that didn't quite get completely out of the way, or experience in combat giving the fighter the presence of mind to turn sideways to battle rather than face forward. I don't see it as that. AC is the threshold it takes to actually make physical contact, not to turn a serious blow into a less serious one. Meeting or beating AC means you make physical contact, and HP/damage is a measure of how solid the contact is. Yeah, that's one spot where HP completely fails at all levels: fate points, meat, skill, training, etc. Falling is a weird case that doesn't satisfy any model that I'm aware of (do Vitality/Wounds systems address falling better? I hadn't noticed any specifics dealing with it.). Well, sort of. The loss of HP themselves is indicative of wounds suffered. It doesn't apply penalties to attacks and skills, but the mere fact that you have less HP means that your ability to take further hits is lessened. One scratch can't kill you, but a severe-enough road rash (a lot of scratches) very well might. I suppose if you had to boil it down, it's that I still adhere most to "HP is a mix" and every hit that does damage is also a mix. I think in all honesty, that's where I diverge with HP is Fate people. Every hit that does damage is represented by the loss of HP that is a mix of all the different elements. I don't see a tier with some HP only being fate points and some only being meat. I see a mix where each HP is representative of the entire mix of what makes up HP. Every 1 HP is simultaneously meat, fate, luck, skill, ability, training, etc. That means every hit is a hit, but it leaves me completely free to describe hits as everything from a scratch or bruise to an arrow to the knee to a hacked off limb (usually only applied to NPCs when they die -- like when you play the Fallout CRPG and have Bloody Mess checked). [/QUOTE]
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