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True Damage: An Alternative?
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<blockquote data-quote="eamon" data-source="post: 5932505" data-attributes="member: 51942"><p>Sure he lands a solid blow: whenever the creature can't deflect or absorb more hits. For a first level PC or a commoner, that'll be almost immediately, because 1 hitdie is very little. A higher level PC with more training can take a little more: it's going to take a few solid strike againsts the fighter with his d12 hitdie, or just one vs. the wizard with his d4 hitdie.</p><p></p><p>Really, this is no different from normal hitpoints: Why don't the first several inflict real damage? Why is that sword cut healing overnight? Because hitpoints don't represent wounds, they represent the ability to <em>avoid</em> them (at least, that't the interpretation I think jives best with the mechanics). The first real swordcut is the one bringing you to 0 hitpoints, which (reasonably enough) instantly drops you and causes you to slowly die by bleeding out.</p><p></p><p>All a wounds system introduces is a bit of a broader margin between the "just mildly battered, nothing a nights sleep won't cure" state and the "festering stomach wound that incapaciates you and will likely kill you if left untreated" state.</p><p></p><p>The reason you want hitpoints as-is not to represent real wounds is that a real wound is generally crippling, and having it depend on just a single die-roll---the attack roll---makes combat so lethal it must be short or you'll be losing PC's every session. And even then, an unlucky initiative roll will inevitably mean a high likelihood of a crippling wound. Therefore, exciting combat with any amount of give and take <em>necessarily </em>implies that a single attack roll cannot by itself cause serious wounds to make the game playable.</p></blockquote><p></p>
[QUOTE="eamon, post: 5932505, member: 51942"] Sure he lands a solid blow: whenever the creature can't deflect or absorb more hits. For a first level PC or a commoner, that'll be almost immediately, because 1 hitdie is very little. A higher level PC with more training can take a little more: it's going to take a few solid strike againsts the fighter with his d12 hitdie, or just one vs. the wizard with his d4 hitdie. Really, this is no different from normal hitpoints: Why don't the first several inflict real damage? Why is that sword cut healing overnight? Because hitpoints don't represent wounds, they represent the ability to [I]avoid[/I] them (at least, that't the interpretation I think jives best with the mechanics). The first real swordcut is the one bringing you to 0 hitpoints, which (reasonably enough) instantly drops you and causes you to slowly die by bleeding out. All a wounds system introduces is a bit of a broader margin between the "just mildly battered, nothing a nights sleep won't cure" state and the "festering stomach wound that incapaciates you and will likely kill you if left untreated" state. The reason you want hitpoints as-is not to represent real wounds is that a real wound is generally crippling, and having it depend on just a single die-roll---the attack roll---makes combat so lethal it must be short or you'll be losing PC's every session. And even then, an unlucky initiative roll will inevitably mean a high likelihood of a crippling wound. Therefore, exciting combat with any amount of give and take [I]necessarily [/I]implies that a single attack roll cannot by itself cause serious wounds to make the game playable. [/QUOTE]
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True Damage: An Alternative?
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