Tony Vargas
Legend
Heh. That tautology took longer to pop up than usual.Losing hp*does* impede you: Your ability to avoid a killing blow.
Heh. That tautology took longer to pop up than usual.Losing hp*does* impede you: Your ability to avoid a killing blow.
Heh. That tautology took longer to pop up than usual.Yes, hps are a countdown to death, that that is their only function, and that hp-loss "wounds" do not in any other way impair you, is one of many 'realism' issues with them.
Warhammer frpg (2nd) has two things about hp to teach us - one is a different approach, but the other *might* be applicable to D&D
First, in this sytem, a starting PC has about 10-12 hp (called "wound" in that system). A powerful champion, renowned as the best warrior of the land, has about 20 hp...
So in that system, adventurers gain a bit of hp as they advance (they do get tougher) but their main means of gaining resiliency is combat skills (better at dodging and parrying) and damage resistance (they shrug off minor blows essentially). Once you have 0 hp left, you are still standing - but every hit now can inflict critical damaged (stunned, knee smashed, disembowled, fun stuff) and can kill you. And I have to say, this is much more realistic than hp... BUT it takes more time to resolve than D&D style hp and is less "epic". It's a design choice.
But another reason i don't favor HPs as health points is the armor system as well. If HP is health then all armor should reduce damage (by percentile or fixed amount). And then you need regional-body part injury system that is just far too robust for P&P.
The other interpretation, HP as DP or "defense points" (a combination of luck, skill and stamina) fits closer to 4E and 5E modeling of the limited resource management. And if we look at it from the perspective of how far one is from being actually struck down or knocked out then it makes sense that PCs can partially regenerate this resource during the day, between encounters.
Actually, this is exactly what warhammer did. But it made for a somewhat long attack sequence
1: roll to hit
2: roll "countermeasures" if any (dodge or parry check)
3: determine hit location
4: determine how much armor there is on that location (look at your character sheet)
5: roll damage
6: deduce armor value (if any) and toughness bonus from damage
7: remove damage from HP
But look at the quote on page 8: "without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds"![]()
2e Combat and tactics introduced 'wounds' with Critical hits. I thought it was a terrible system for DnD.
Back in the late 90's, I was in a Sea-Doo accident where I ended up with my back cracked in three places. I got up, hauled myself out of the water, and walked around a bit--even fought off the ambulance guys who were trying to convince me that I needed to go to the hospital.
I'm glad they convinced me, because, about 20 minutes later, I couldn't walk. I was in bed for a month and couldn't walk without a walker for another five months after that.
Had the impact happened because of a blow from a mace--a blow of the same type and energy--I could have easily fought on for another twenty minutes or so, only realizing how hurt I was after I stopped and the adrenaline subsided.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.