Why do we really need HP to represent things other than physical injuries?

Hassassin

First Post
If you want a fuller explanation, go here: by the definitions in that thread my preference is 3C, with somewhat more A than was in 4e.
(yes, I spend a lot of time thinking about HP and healing :p).

In those terms my preference is 2A + temp damage, with some magic item healing on top.

I think 3e could have done a lot of interesting things with non-lethal damage. Examples where 5e could use it are stunts like tripping or bull rush, weapon differentiation (e.g. blunt weapon crits are half non-lethal), and save-or-suck effects like stunning.
 

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Hussar

Legend
I dont see how this works for every genre, and I really dont see it satisfying folks who didn't like healings surges.

Oh probably not. Just how I would do it for me. :D

Bill91 - the problem is, you've just changed the parameters of the issue.

HP=Physical damage. OK, well, even in every version of D&D, they realized that was an issue. After all, that would mean that two boxers would actually be trying to kill each other. So, at least by 2e, you got a new bypass mechanic - percentage chance of KO.

Which made very little sense. I can knock you out with a punch, but, beating you repeatedly over the head with a mace won't give you so much as a headache? Really?

Enter 3e. Again, the problem is recognized. But, instead of fixing the problem, they add more mechanics. Non-lethal damage, that's counted up instead of down (adding needless complexity), that heals in a completely different way from regular damage, and doesn't actually kill you, just knocks you out. Unless, of course, you're taking non-lethal damage from environmental effects. In which case it might kill you, depending on other factors. Unless, of course, you're a mount, in which case you don't take non-lethal damage but rather lethal damage if exerted too much.

Unless... unless... unless....

Fifteen bajillion subrules just to spackle up an idea that doesn't work. Never mind that 3e ALSO has temporary HP, which are typically magical in nature (can you get temp hp from a non-magical source?), but follow different rules from regular HP.

Enter 4e. One system for HP. Anything that would possibly take you out of combat comes out of your HP - be it fear effects, environmental, whatever. No more subsystems. You still have temp hp, but, they're no longer purely magical in nature, don't stack, and generally don't last that long anyway.

You gotta give some props to 4e for streamlining the mechanics here. By and large, the 4e mechanics out of the box will fit most genre expectations. If you want gritty, reduce the number of surges per day. You want superheroic, pile on more. Easy peasy.

OTOH Bill91 - I TOTALLY agree with you about bards. Man, I really don't like 4e bards.
 

Fanaelialae

Legend
This doesn't answer Jameson's question, though (which I thought was a perfectly reasonable one) - it's an attempt to undercut the validity of the question in the first place.

I think that performing triage during a battle is entirely reasonable, particularly if you've got limited healing resources (to say nothing of enemies that are still an immediate threat). There's nothing "silly" about it.

I apologize if it seemed that I was being dismissive of [MENTION=6668292]JamesonCourage[/MENTION] 's question. That wasn't my intent. What I was trying to point out was that in a game where a heal check can be made in 6 seconds, spending an action to examine someone's wound is wasteful. It's a D&Dism that you can stabilize someone in less time than it might take to examine them in the real world.

I mean, zero hp means that that character is potentially in a lot of trouble. In 3e, it meant you'd probably die in 6-54 seconds, with that time being quite predictable. In 4e, it means you could die in 18-??? seconds, with 30 seconds being around the average time. Real world triage deals with wounds that can take anywhere from minutes to even days to kill. You can't really relate real world triage to D&D, because virtually everyone will either stabilize or die on their own in less than a minute. This, in turn, leads to the 6 second heal check. It's pointless to make a heal check take 5 minutes if your patient is going to be dead inside a minute. Even if you make it temporarily stabilize the target while attempting the check, no one wants to spend 50 rounds during combat stabilizing someone. The opportunity cost wouldn't be balanced.

As such, I don't think that battlefield triage makes much sense in D&D. If a character is unconscious, you already know he's in danger of dying (unless knocked unconscious by subdual). The degree of difference between two dying character is literally a few seconds. You show me a real world doctor who can say, "That guy's probably gonna die in 12 seconds, but this guy is good for at least 30 seconds" and I'll do a 180 on my opinion. That's what D&D triage would be like, and as it stands, that is even more unrealistic (IMO) than the 6 second heal check. At least there I can describe the healer as hastily wrapping a bandage around the victim's cut.

Which is why I say that the issue is with the death and dying rules. If, for example, you had every character make a check upon being reduced to 0 hp, the result of which determined the frequency you have to make further death saves, this issue would disappear.

For example (roll a 1d6 upon being reduced to 0 hp):

Roll-Result
1-Instant death
2-Death save every round
3-Death save every minute
4-Death save every hour
5-Death save every 12 hours
6-Death save every 24 hours

That's really not a proposed system, just a rough sketch of what one could look like. A real system might want to factor in Con modifier, how deep into negative hp you are, and whatnot. However, I want to point out that you could easily use this with 3e or 4e hp, and allow healers to examine their patients with ease, in order to determine how much time they have. Someone who rolls a 4 is quite clearly less critically injured than someone who rolls a 2. Problem solved although, admittedly, it might create new ones.


I strongly disagree.


I think you could get a good idea. You used a bruise in your example. Is there a ton of blood obvious? Does he look stunned, or does he look completely unconscious? Because if I'm a Warlord, I'm going to being yelling at someone who is merely dazed, not someone who is out cold. And as a Cleric, I'm rushing to heal someone who is unconscious, not merely dazed.

And, if you can make that Heal check in 6 seconds to heal him, why not assess him?


How do they help in 6 seconds normally? Why allow one to treat a wound as a use of Heal and not merely assess the wound, when assessing the wound is probably the first step in treating it?


So, I can tell if someone is bleeding out in front of me, then? Because that's a large step away from the Schrodinger's wounds issue noted above. I know that the guy needs help or he'll die.


Not if he's merely stunned (bruised and dazed). I'd like to know the difference in combat, so I can tell my players when they ask. If they're merely dazed and stunned, combat rages on because he'll be fine. If he's bleeding out, he'll get help.

Unfortunately, that question seems hard to answer, because it hasn't been decided yet (death saving throws haven't resolved yet). Thus my question to you about ways to resolve the Schrodinger's wounds issue.

I address some of these, above, in my response to Alzrius.

As to whether the character is unconscious or dazed, I don't think it really matters. A character who seems unconscious might be struggling at the edge of consciousness. At zero hp, you're never just stunned. That's why stunned is a separate condition.

Besides, if it really bothers people that much, the warlord's heal could be revised to being unable to affect unconscious targets. Problem solved. Clerics get to keep their edge as the best healers because they can bring a target back to consciousness. Warlords, on the other hand, have to keep their allies above zero. There are a lot of possibilities to work with. You don't have to throw out the baby with the bathwater (which is what I think they'll be doing if they get rid of non-physical damage).

ADDITIONAL THOUGHT: In order to counterbalance the warlord's lack of healing for unconscious targets, perhaps allow him a unique ability to heal creatures more than a 100%. In other words, a warlord could heal their target to roughly 125% of their total hp. (The extra hp vanish after the encounter.) In this way, magical and non-magical healers are distinctive. Clerics wait for creatures to go unconscious before healing them, while warlords heal as soon as they can identify which targets will likely suffer the most damage (because this way he minimizes the risk that those targets will become unconscious). Reactive v. proactive. Each has advantages and disadvantages compared to the other.

Agreed, but it pops up somewhat in other areas. For example, if I get hit by a goblin, is that HP? Did I lose HP by fatiguing myself during the dodge? Am I bleeding, or battered? We need to make sure that whatever we go with, both Cure Light Wounds and the Warlord can heal me.

As I've stated before, describe it however you like. The idea of fluid hp is that you don't need to necessarily refill your "hp tank" to the same mixture of hp as you started with. You might start the day with 50% meat and 50% bluster, but end the day with 25% meat and 75% bluster. Are you injured? Sure you are! But the warlord's used his motivational tricks to make it so that you don't really notice it. After all, whining about a couple little booboos would be unmanly, and you want to make Sarge proud.

Yeah... I have quite a few issues with the current implementation, if that's correct (I read the linked thread). Thanks for pointing that out, though. As always, play what you like :)

No prob. :)
 
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JamesonCourage

Adventurer
You show me a real world doctor who can say, "That guy's probably gonna die in 12 seconds, but this guy is good for at least 30 seconds" and I'll do a 180 on my opinion.
I think the problem lies in "this guy is going to bleed out in 12 or 30 seconds" and "he's fine, he just needs to be inspired enough to get up and get back into the fray." Is he bleeding out? If so, that inspiration from his companion might get him back up, but doing so shouldn't stop him from bleeding out.

However, if inspiring words can bring him back up and he's not dying, then he wouldn't need me to heal him. He wasn't bleeding out. He would have been fine, and I could have spent my time fighting.

The thing is, we don't know which one is the case. It hasn't been decided yet. We don't know which way those death saves are going to be rolled. He might get up, he might not.

For example (roll a 1d6 upon being reduced to 0 hp):

Roll-Result
1-Instant death
2-Death save every round
3-Death save every minute
4-Death save every hour
5-Death save every 12 hours
6-Death save every 24 hours

That's really not a proposed system, just a rough sketch of what one could look like. A real system might want to factor in Con modifier, how deep into negative hp you are, and whatnot. However, I want to point out that you could easily use this with 3e or 4e hp, and allow healers to examine their patients with ease, in order to determine how much time they have. Someone who rolls a 4 is quite clearly less critically injured than someone who rolls a 2. Problem solved although, admittedly, it might create new ones.
I don't object to the goal at all.

Besides, if it really bothers people that much, the warlord's heal could be revised to being unable to affect unconscious targets. Problem solved. Clerics get to keep their edge as the best healers because they can bring a target back to consciousness. Warlords, on the other hand, have to keep their allies above zero. There are a lot of possibilities to work with. You don't have to throw out the baby with the bathwater (which is what I think they'll be doing if they get rid of non-physical damage).
I prefer two pools of HP, as I've said. HP (wounds, takes a long time to heal), and THP (fatigue or morale, heals within rounds or minutes). Let clerics only heal HP, and Warlords only heal THP (maybe Warlords could make Heal checks to heal HP outside of combat). This each have their niche, that way.

ADDITIONAL THOUGHT: In order to counterbalance the warlord's lack of healing for unconscious targets, perhaps allow him a unique ability to heal creatures more than a 100%. In other words, a warlord could heal their target to roughly 125% of their total hp. (The extra hp vanish after the encounter.) In this way, magical and non-magical healers are distinctive.
I believe this is very similar to a common proposal from people who don't like Warlord healing: make it all THP (temporary hit points). They can't heal HP, but they can grant fake THP that falls away after a bit.

That guy that's dying that you've inspired? He'll be getting up, but his wounds are still bad. He's going to start dying again once the inspiration wears off. That guy that's not wounded that you've inspired? He's more inspired, better at taking that hit and turning it into a lesser blow, or the like.

As I've stated before, describe it however you like. The idea of fluid hp is that you don't need to necessarily refill your "hp tank" to the same mixture of hp as you started with. You might start the day with 50% meat and 50% bluster, but end the day with 25% meat and 75% bluster. Are you injured? Sure you are! But the warlord's used his motivational tricks to make it so that you don't really notice it. After all, whining about a couple little booboos would be unmanly, and you want to make Sarge proud.
Wouldn't work for me. Works for you. This seems to be where the disagreement is based. As always, play what you like :)
 

Fanaelialae

Legend
I think the problem lies in "this guy is going to bleed out in 12 or 30 seconds" and "he's fine, he just needs to be inspired enough to get up and get back into the fray." Is he bleeding out? If so, that inspiration from his companion might get him back up, but doing so shouldn't stop him from bleeding out.

However, if inspiring words can bring him back up and he's not dying, then he wouldn't need me to heal him. He wasn't bleeding out. He would have been fine, and I could have spent my time fighting.

The thing is, we don't know which one is the case. It hasn't been decided yet. We don't know which way those death saves are going to be rolled. He might get up, he might not.


I don't object to the goal at all.


I prefer two pools of HP, as I've said. HP (wounds, takes a long time to heal), and THP (fatigue or morale, heals within rounds or minutes). Let clerics only heal HP, and Warlords only heal THP (maybe Warlords could make Heal checks to heal HP outside of combat). This each have their niche, that way.


I believe this is very similar to a common proposal from people who don't like Warlord healing: make it all THP (temporary hit points). They can't heal HP, but they can grant fake THP that falls away after a bit.

That guy that's dying that you've inspired? He'll be getting up, but his wounds are still bad. He's going to start dying again once the inspiration wears off. That guy that's not wounded that you've inspired? He's more inspired, better at taking that hit and turning it into a lesser blow, or the like.


Wouldn't work for me. Works for you. This seems to be where the disagreement is based. As always, play what you like :)

The reason I chose hp beyond 100%, as opposed to temporary hp, is because I find tracking different pools of hp to be annoying. Not unfeasible, just annoying. I don't like hearing "Wait, sorry, I forgot I had some temps, so I don't think I was actually bloodied for that attack." While in our group it's DM's call as to whether retro that or not, it's still a nuisance that breaks up the flow of smooth play. Similarly with wound points, the PC has an extra pool of hp that he now needs to keep track of, and there's one more annoying thing to break the flow.

That said, I fully expect that we'll see a wound/vitality module for DDN. From what I've seen here, it seems it was a fairly popular UA variant. Also, it's quite easy to bolt on top of any existing hp system.

Doesn't work for you; as you say, play as you like. Does it at least make sense to you, within its own context?
 

JamesonCourage

Adventurer
The reason I chose hp beyond 100%, as opposed to temporary hp, is because I find tracking different pools of hp to be annoying. Not unfeasible, just annoying. I don't like hearing "Wait, sorry, I forgot I had some temps, so I don't think I was actually bloodied for that attack." While in our group it's DM's call as to whether retro that or not, it's still a nuisance that breaks up the flow of smooth play. Similarly with wound points, the PC has an extra pool of hp that he now needs to keep track of, and there's one more annoying thing to break the flow.

That said, I fully expect that we'll see a wound/vitality module for DDN. From what I've seen here, it seems it was a fairly popular UA variant. Also, it's quite easy to bolt on top of any existing hp system.

Doesn't work for you; as you say, play as you like. Does it at least make sense to you, within its own context?
It makes sense to me, and I appreciate you explaining it. It's always been pretty easy for me to track fiddly bits, and two HP pools are a lot less fiddly than other things I've seen (4e and its +1/-1 until the end/beginning of next turn until the end of the opponents turn; 3.X was really fiddly with spell slots, especially for Wizard/Cleric-style casters).

At any rate, I can see how bookkeeping can be a hassle to many groups. I hate retconning, so I can see how that'd bug you. As always, play what you like :)
 
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