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The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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<blockquote data-quote="Ratskinner" data-source="post: 6091100" data-attributes="member: 6688937"><p>Seriously? I'm so stunned.... I mean, are you trolling me?<img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /></p><p> </p><p>Schrodinger's Wounds.</p><p> Tougher people (in most incarnations) take longer to heal.</p><p>Non-combat injuries. (The barbarian dropped from orbit.)</p><p>Save or Die effects get higher-value. </p><p>Traditional healing spells make no narrative sense.</p><p>I'm fine. I'm fine. I'm fine. OMG! I'm dying! Help! Help!</p><p></p><p>... and I'm sure there's more that I'm missing in my currently shocked state.</p><p></p><p>I mean, a cursory search will reveal the multitude of HPs problems (and related arguments) stretching back to the game's beginning. And no, "You're all doing it wrong, they're <em>abstract.</em>" doesn't make it any better, because many of the narrative problems are <em>because</em> you can't tell what any given "hit" did. They are (along with alignment) among the worst mistakes in the original game, period. For crying out loud, they're descended from rules for <a href="http://uk.pc.gamespy.com/articles/540/540395p3.html" target="_blank">ironclad ships</a>! Maybe I'm being too harsh. Y'know, for a very gamist game, where your character is just your pawn as you try to make it through an FFV dungeon, the "energy bar" of HP above everyone's heads makes some sense. However, the game evolved (for most of us, most of the time, I would say) beyond that even before I started playing 30 some years ago.</p><p></p><p>All that said, I'm not an advocate for adding a zillion fiddly bits to combat and injury. I don't need a stack of charts to determine hit-location, etc. I'm perfectly happy with a system where HP represent <u>the quasi-mystical ability to not take a significant wound in combat</u>, a combination of endurance, will, and skill. Then trigger an injury mechanic when you lose your last one (with death as a possibility). Then we can say "You have a <light/serious/critical/mortal> wound, and <take a penalty\limits of some kind> until it is healed." Assassinations and non-combat injuries, can bypass your hitpoints and just go straight to the injury mechanics. Medusae, and many other SoD effects could simply deal damage and carry override exceptions to the injury table (which makes getting a sneak attack from her even worse). The warlord <em>isn't</em> shouting wounds closed, he's just boosting up your Will=HP. You can't confuse his abilities with that, because <em>heal</em>ing magic would actually remove i.e. <em>heal </em>the wounds, not just replenish your energy bar. </p><p></p><p>Okay, must stop ranting....</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6091100, member: 6688937"] Seriously? I'm so stunned.... I mean, are you trolling me?:-S Schrodinger's Wounds. Tougher people (in most incarnations) take longer to heal. Non-combat injuries. (The barbarian dropped from orbit.) Save or Die effects get higher-value. Traditional healing spells make no narrative sense. I'm fine. I'm fine. I'm fine. OMG! I'm dying! Help! Help! ... and I'm sure there's more that I'm missing in my currently shocked state. I mean, a cursory search will reveal the multitude of HPs problems (and related arguments) stretching back to the game's beginning. And no, "You're all doing it wrong, they're [I]abstract.[/I]" doesn't make it any better, because many of the narrative problems are [I]because[/I] you can't tell what any given "hit" did. They are (along with alignment) among the worst mistakes in the original game, period. For crying out loud, they're descended from rules for [URL="http://uk.pc.gamespy.com/articles/540/540395p3.html"]ironclad ships[/URL]! Maybe I'm being too harsh. Y'know, for a very gamist game, where your character is just your pawn as you try to make it through an FFV dungeon, the "energy bar" of HP above everyone's heads makes some sense. However, the game evolved (for most of us, most of the time, I would say) beyond that even before I started playing 30 some years ago. All that said, I'm not an advocate for adding a zillion fiddly bits to combat and injury. I don't need a stack of charts to determine hit-location, etc. I'm perfectly happy with a system where HP represent [U]the quasi-mystical ability to not take a significant wound in combat[/U], a combination of endurance, will, and skill. Then trigger an injury mechanic when you lose your last one (with death as a possibility). Then we can say "You have a <light/serious/critical/mortal> wound, and <take a penalty\limits of some kind> until it is healed." Assassinations and non-combat injuries, can bypass your hitpoints and just go straight to the injury mechanics. Medusae, and many other SoD effects could simply deal damage and carry override exceptions to the injury table (which makes getting a sneak attack from her even worse). The warlord [I]isn't[/I] shouting wounds closed, he's just boosting up your Will=HP. You can't confuse his abilities with that, because [I]heal[/I]ing magic would actually remove i.e. [I]heal [/I]the wounds, not just replenish your energy bar. Okay, must stop ranting.... [/QUOTE]
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