What are hit points to you?

What do hit points/loss of hit points represent?

  • Luck, agility, fatigue, parrying, 'rolling with it' - your ability to avoid a killing blow has been

    Votes: 66 38.2%
  • The ability to live through physical punishment - you just got hurt.

    Votes: 39 22.5%
  • A completely abstract score system in combat ala MtG - you are closer to losing.

    Votes: 23 13.3%
  • Combination/other

    Votes: 45 26.0%

This is why I LOVE the Grim-n-Gritty combat system. Then, to lower the "grimness" of it, double or triple the HP's per level. I use the system not because it's grim, but because it's a MUCH better mechanic for combat.
 

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In game hitpoints are as I see them a combination of skill, luck and the ability to take physical punishment. More skill and luck for some class's and more physical punishment for some monsters. So put me down for a combination of a and b.
 

The way I always pictured it was that AC represented your ability to dodge blows, and when you got a close call you lost hitpoints. A "miss" represents a miss that was fairly easy to dodge. A "hit" was a miss that wasn't so easy, so it tired you out a bit. When you get too many "hits", eventaully you get too tired- and you start actually getting hit.

Or something like that.
 

I treat them as a combo of abstract "avoidance" and harm-soaking.

For example, a duel to First Blood (though it hasn't come up yet) would end at either:
- Less than 25% of HP left; or
- a Critical Hit.

-- N
 

Damage capacity, pure and simple. I've come up with the theory that constant exposure to positive energy, in the form of healing spells, has strengthened the body of an adventurer to the point that it can take truly ludicrous amounts of damage with barely a scratch. Of course, at the same time the positive energy addiction means that they need far more power to heal what wounds they do recieve, thus the higher-level heal spells.

It does posit that the PCs are 'special' in a very specific way, of course, but that's half the fun of it.
 

Completely abstract: I just don't see them making any sense no matter how you cut it, so I ignore the whole situation and let the game go on.

DnD doesn't make any sense on any level - trying to make it do such is a wasteful exercise in my view - it will only spoil your enjoyment of the game as you force yourself to see just how silly the mechanics are. Better to gloss over it all, accept it as a workable game if not a workable simulation of pseudo-reality. One in which you can still roleplay in depth stories.

Sort of like the mindset I adopt when I watch Xena... If you accept that it's Xena you can enjoy it. If you try to see the ancient history in it your head's gonna to be hurting a few seconds in.

That's how I see it at least.


The best framework I've seen for a damage system for d20 / OGL is in Mutants and Masterminds. However adopting it to a level and class based system is a task I am not sure it could survive. It would honestly also need some method for reflecting stages of imparement from injury if you wanted a real feeling to it - however the framework (of a damage save) is ideal.
 
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I'm going to have to go with option 1. That's what they are meant to represent. Coup de grace and massive damage are just attempts to cover the inherent flaws in the system. That's why I prefer the VP/WP system in Star Wars, or the system from Earthdawn.

I'll say this here as well as in the Class Defense to AC thread - HP DO NOT REPRESENT THE ABILITY TO AVOID AN ATTACK. That's what AC is. If the attack "doesn't hit, but is barely dodged," resulting in "fatigue represented by hit point loss," then why do effects such as poison, ability drain, and energy drain work?

The clearest answer is to say that it isn't realistic, and move on. D&D isn't supposed to be realistic. That's why we play it. 'Cause it's more exciting than most of our realities (although my reality is very exciting). So I prefer to just ignore it and move on, thinking of it as an abstract concept during actual play.

btw, I'm the one that reactivated the Class Defense to AC thread. If you couldn't tell. My group often enjoys realism, so we've adapted the VP/WP system for D&D. It's really up to the preference of the group, though. If your group likes anime with super-powered attacks that should obliterate the heroes, but merely injures them, then classic D&D HP is for you.
 

A completely abstract score system in combat ala MtG - you are closer to losing.

I really want to think option 1 but... HPs are a mass of, soomething you build, horde and protect.
 

Mostly number 1 and number 3. Hits register as superficial wounds, but not real punishment (there is no impact on anyone's skills, stats, movement, or their abilty to attack)... so long as you have positive hit points.

However, #3 is really the most accurate. Something that tells you how close you are to losing...
 

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