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General Tabletop Discussion
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what is it about 2nd ed that we miss?
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<blockquote data-quote="Ancalagon" data-source="post: 6869275" data-attributes="member: 23"><p>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</p><p></p><p>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... </p><p></p><p>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. </p><p></p><p>Ok, what is <strong>applicable to D&D</strong>:</p><p></p><p>Well, if you get hit a bit, you can heal fairly rapidly *if you are lightly wounded*. Your natural healing rate is 1 hp/day AND a heal's check (a few min patching yourself up after a fight) can gain you 1d10 hp back. Also, non magical potions can restore 4 hp (a mixture of painkillers and stimulants?). However, if you have 3 hp or less left, you are considered seriously wounded. Your natural healing rate falls to 1/week, a trained healer may be able to restore 1 hp, and non-magical potions don't work anymore. </p><p></p><p>So by creating this "intermediate" zone of "seriously wounded" and changing the healing rules around it, the game avoided some of the weirdness that D&D has about hp. Such a system could be imported though! But the real question is, is it worth it?</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 6869275, member: 23"] 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. Ok, what is [B]applicable to D&D[/B]: Well, if you get hit a bit, you can heal fairly rapidly *if you are lightly wounded*. Your natural healing rate is 1 hp/day AND a heal's check (a few min patching yourself up after a fight) can gain you 1d10 hp back. Also, non magical potions can restore 4 hp (a mixture of painkillers and stimulants?). However, if you have 3 hp or less left, you are considered seriously wounded. Your natural healing rate falls to 1/week, a trained healer may be able to restore 1 hp, and non-magical potions don't work anymore. So by creating this "intermediate" zone of "seriously wounded" and changing the healing rules around it, the game avoided some of the weirdness that D&D has about hp. Such a system could be imported though! But the real question is, is it worth it? [/QUOTE]
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