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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3272760" data-attributes="member: 23094"><p>It's not odd at all if you consider the way in which HP-based combat tends to play out vs. a "one-shot kill, hard-to-hit"-based combat.</p><p></p><p>The latter, when playing out, generally looks like:</p><ul> <li data-xf-list-type="ul">Miss, miss, miss, miss, miss, miss, , miss, hit, dead.</li> </ul><p></p><p>The former, when playing out, looks like:</p><ul> <li data-xf-list-type="ul">Miss, hit (for 10% HP), miss, hit (for 20% HP), hit (for 10% HP), hit (for 30% HP), miss, hit (for 30% HP), dead.</li> </ul><p></p><p>What are the benefits of the latter?</p><p></p><ol> <li data-xf-list-type="ol">It more conforms to people's ideas of realism, where getting stabbed with a sword just once usually ends a fight</li> </ol><p></p><p>What are the benefits of the former?</p><p></p><ol> <li data-xf-list-type="ol">It allows players to get in more hits in an average combat, which is more exciting than misses</li> <li data-xf-list-type="ol">The chances of a single hit ending combat (on either side) is lower; which leads to ...</li> <li data-xf-list-type="ol">Greater predictability in the duration and lethality of combat</li> <li data-xf-list-type="ol">Players, who are able to watch declining HP totals, have a better understanding of a combat's progress</li> </ol><p></p><p>As regards point 4, it is very, very difficult to get an accurate (or even quasi-accurate) read on how a fight is going when there's no particular measure of round-by-round degradation. If you've spent three rounds trading misses, are you winning? Tieing? In over your head?</p><p></p><p>The benefits of the HP-based approach are part of the reason that the new Star Wars d20 system is moving away from WP / VP (a middle ground between the above systems) and back to HPs (with the addition of a new "condition track").</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3272760, member: 23094"] It's not odd at all if you consider the way in which HP-based combat tends to play out vs. a "one-shot kill, hard-to-hit"-based combat. The latter, when playing out, generally looks like: [list]Miss, miss, miss, miss, miss, miss, , miss, hit, dead.[/list] The former, when playing out, looks like: [list]Miss, hit (for 10% HP), miss, hit (for 20% HP), hit (for 10% HP), hit (for 30% HP), miss, hit (for 30% HP), dead.[/list] What are the benefits of the latter? [list=1] [*]It more conforms to people's ideas of realism, where getting stabbed with a sword just once usually ends a fight[/list] What are the benefits of the former? [list=1] [*]It allows players to get in more hits in an average combat, which is more exciting than misses [*]The chances of a single hit ending combat (on either side) is lower; which leads to ... [*]Greater predictability in the duration and lethality of combat [*]Players, who are able to watch declining HP totals, have a better understanding of a combat's progress[/list] As regards point 4, it is very, very difficult to get an accurate (or even quasi-accurate) read on how a fight is going when there's no particular measure of round-by-round degradation. If you've spent three rounds trading misses, are you winning? Tieing? In over your head? The benefits of the HP-based approach are part of the reason that the new Star Wars d20 system is moving away from WP / VP (a middle ground between the above systems) and back to HPs (with the addition of a new "condition track"). [/QUOTE]
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