Mustrum_Ridcully
Legend
You didn`t ask me,Also, how do you feel about my argument that the linear hp progression conceals a geometric basis. I'm of the opinion that d20 sneaks geometric mechanics into decidedly linear-looking progressions with aggravating frequency, but whenever I bring it up (re: fighters, level gain, etc.), nobody pays attention to the point. I like to think it's my intimidating logical prowess, but I somehow doubt that's it.

Speaking of thinking about it:
Whenever you level, multiple of your statistics increase. If you double your number of hp, you would consider that doubling your character`s power. But whenever you double a characters hp, you usually have to double his total HD, which means you will also add new feats, skillpoints, abd increase saving throws and base attack bonus, and possibly add new spells.
That`s probably also the reason why items costs (and assumed wealth by level) go up geometrically...
Kelleris already explained it in the post above, but I want to say the same (maybe just different):And if you have meteor swarm in your campaign, then obviously, it should be taken into account when used against a tank. If you're playing a more realistic game, then probably not. But, in order to support all that game-wise, you'd have to have location armor and a corresponding location hit system, and degradation of systems, etc. etc. Lots of dice and tables, if that's your poison (and I love Battletech, but not for role-playing).
HP are abstract. That doesn´t only apply for creatures. It applies for vehicles and objects. If a tank has 50 hp and a hardness of 20, this isn`t meant to say he will be destroyed just because you empty several clips of ammunition into him, just targeting the main front of the tank. You attempted to hit "vital" areas - targeting the points of the tanks you can affect AND that are required for the tank to be more than just a big chung of metal.
That´s the reason why you don`t need target locations, and they in fact fail to work with the hp system. HP are abstract. Whenever you hit someone (or something= and deal hp damage, you somehow affect him, increasing the chance that you will take him out of the fight. If it´s because you exhaust him, or slowly damage or destroy parts of it that are vital for the basic function is something that is not exactly modelled - it´s something you have to think up, decide on the spot - what ever makes sense in the situation.
The HP system certainly isn`t perfect, and maybe not even the best one available - especially with its extreme abstraction. But it works, it can create enjoyable games - unless you can`t overlook its weaknesses, which is certainly a problem for many people.
But there are some things where the D20 combat system really is good: It gives you a lot of options in combat. You can use tactics - often "realistic" ones, and I think that is also important for many players.
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