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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why do we really need HP to represent things other than physical injuries?
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<blockquote data-quote="Andor" data-source="post: 5828075" data-attributes="member: 1879"><p>Another useful thought is this: HP only really represent <em>in combat</em> damage. With adrenalin flowing humans can continue to operate with really staggering amounts of damage. For a little while. </p><p></p><p>Then the adrenaline crashes and you go into shock and it takes an emergency room to keep you alive, but before that some people carry others out of burning buildings while leaking from multiple bullet wounds.</p><p></p><p>And D&D (in every edition) kind of passes over out of combat wound treatment. Maybe Gognotz the berserker needed cpr and a transfusion after the fight, but it was folded into a 'long rest' and not show on screen.</p><p></p><p>All a positive HP score tells you is he can still swing an axe even if he's stepping on his own spleen while he does it.</p><p></p><p>This is similar to the way NeonChameleon describes 4e Healing surges, and while that then raises the question of how it is that no wound can take more than a night to heal, the fact of the matter if that we are playing Dungeons & Dragons, not Paramedics and Painpills. Damage and healing has never been modeled accurately in any past edition, and never will be in any future edition. Even the holodeck one.</p><p></p><p>Look at RoleMaster where a healing mage has entire seperate spell lists for every organ and body system. Blood spells, skin spells, muscles spells, tendon spells, organ spells. What does this add to the game? A lot of annoyance, as far as I can tell. </p><p></p><p>Damage in reality is really odd and swingy. Big strong guys have died of shock from minor wounds and little old ladies have been run over and walked home. When you consider weirdness like that, hp isn't really a bad way to model it.</p></blockquote><p></p>
[QUOTE="Andor, post: 5828075, member: 1879"] Another useful thought is this: HP only really represent [i]in combat[/i] damage. With adrenalin flowing humans can continue to operate with really staggering amounts of damage. For a little while. Then the adrenaline crashes and you go into shock and it takes an emergency room to keep you alive, but before that some people carry others out of burning buildings while leaking from multiple bullet wounds. And D&D (in every edition) kind of passes over out of combat wound treatment. Maybe Gognotz the berserker needed cpr and a transfusion after the fight, but it was folded into a 'long rest' and not show on screen. All a positive HP score tells you is he can still swing an axe even if he's stepping on his own spleen while he does it. This is similar to the way NeonChameleon describes 4e Healing surges, and while that then raises the question of how it is that no wound can take more than a night to heal, the fact of the matter if that we are playing Dungeons & Dragons, not Paramedics and Painpills. Damage and healing has never been modeled accurately in any past edition, and never will be in any future edition. Even the holodeck one. Look at RoleMaster where a healing mage has entire seperate spell lists for every organ and body system. Blood spells, skin spells, muscles spells, tendon spells, organ spells. What does this add to the game? A lot of annoyance, as far as I can tell. Damage in reality is really odd and swingy. Big strong guys have died of shock from minor wounds and little old ladies have been run over and walked home. When you consider weirdness like that, hp isn't really a bad way to model it. [/QUOTE]
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Community
General Tabletop Discussion
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Why do we really need HP to represent things other than physical injuries?
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