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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="El Mahdi" data-source="post: 5828123" data-attributes="member: 59506"><p>Because then you open up the need to track the other aspects that are rolled into the abstract quantification of Hit Points.</p><p> </p><p>And personally, I find that if one wants to remove anything from the equation that is Hit Points, it's best to remove the Physical Damage part and leave the others - using Hit Points and a Wound/Condition tracking mechanic - rather than removing all the other parts that make up Hit Points.</p><p> </p><p>Some might argue that tracking those other things isn't necessary. But I would expect that even in their games, the occasional fringe situation or question occurs where knowing the state of those things seems important. it seems the only alternative if those things aren't tracked is to simply hand wave past them. Which is fine, but is only fine for <em>some</em> and not all groups/gamers.</p><p> </p><p>Sure, there are systems that can model physical damage, physical energy, luck, turning a killing blow into a scratch, etc. in much better and accurate ways. But such systems also add complexity, complication, and longer resolutions.</p><p> </p><p>As abstract as Hit Points are, and with their rational disconnect inherent with them: I've found that after trying practically every alternative system, that Hit Points that combine all the things they do, and not just physical damage, are the most effective and efficient way to track and resolve the things that Hit Points represent.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5828123, member: 59506"] Because then you open up the need to track the other aspects that are rolled into the abstract quantification of Hit Points. And personally, I find that if one wants to remove anything from the equation that is Hit Points, it's best to remove the Physical Damage part and leave the others - using Hit Points and a Wound/Condition tracking mechanic - rather than removing all the other parts that make up Hit Points. Some might argue that tracking those other things isn't necessary. But I would expect that even in their games, the occasional fringe situation or question occurs where knowing the state of those things seems important. it seems the only alternative if those things aren't tracked is to simply hand wave past them. Which is fine, but is only fine for [I]some[/I] and not all groups/gamers. Sure, there are systems that can model physical damage, physical energy, luck, turning a killing blow into a scratch, etc. in much better and accurate ways. But such systems also add complexity, complication, and longer resolutions. As abstract as Hit Points are, and with their rational disconnect inherent with them: I've found that after trying practically every alternative system, that Hit Points that combine all the things they do, and not just physical damage, are the most effective and efficient way to track and resolve the things that Hit Points represent. B-) [/QUOTE]
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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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