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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="Fanaelialae" data-source="post: 5828133" data-attributes="member: 53980"><p>Again, to repeat what I said from the post you quoted, luck (as well as most of the non-physical hp factors) is an abstract. Who's to say that it replenishes any more quickly than a cut or a broken bone? </p><p></p><p>There is no measurable real world rate at which luck/divine favor replenishes, so factor x can replenish at any rate you desire. Want to say that it takes a long time, say that it represents mostly luck/divine favor and since you've stretched it to the limit, that luck will take a long time to replenish. Want it to return overnight? State that it's mostly fatigue/morale, and that a simple night's rest is all you need to feel refreshed.</p><p></p><p></p><p></p><p>That's up to your narration, as it's always been. Again, you can even explain hp in the anime-style where the fighter is nearly cut in twain and has the tenacity to keep fighting as if nothing had happened. It's peculiar to my sensibilities, but you can.</p><p></p><p>As for myself, I narrate most attacks as either near misses (if all they do is damage) or being nicked (for attacks that impose conditions or effects). If an attack reduces a character to zero hp, I tend to describe it such that it might or might not be a lethal blow. For example, the goblin strikes Ragnar in the chest and he crumbles. That strike might have been through a major organ (if Ragnar dies) or it might have just glanced off a rib (if he lives). In the fog of war, who's to say?</p><p></p><p>My point is, you can narrate it however you want. Your approach will determine certain flavor implications. If you narrate damage as purely injury, you're necessitating a certain type of setting where PCs and monsters can survive and even ignore injuries that would kill lesser men. If you narrate a 20 damage attack differently for a low level fighter than a high level fighter, then non-physical factors are implicit but you can have a system that more closely models typical fantasy settings or even the real world.</p><p></p><p></p><p>EDIT: In the fairness of disclosure, I will say that back in the 2e days (continuing into 3e) my group instated a house rule pretty early on to the effect that characters healed their level + Con modifier every night. That narrowed the discrepancy quite significantly, since recovery speed roughly scaled with level.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5828133, member: 53980"] Again, to repeat what I said from the post you quoted, luck (as well as most of the non-physical hp factors) is an abstract. Who's to say that it replenishes any more quickly than a cut or a broken bone? There is no measurable real world rate at which luck/divine favor replenishes, so factor x can replenish at any rate you desire. Want to say that it takes a long time, say that it represents mostly luck/divine favor and since you've stretched it to the limit, that luck will take a long time to replenish. Want it to return overnight? State that it's mostly fatigue/morale, and that a simple night's rest is all you need to feel refreshed. That's up to your narration, as it's always been. Again, you can even explain hp in the anime-style where the fighter is nearly cut in twain and has the tenacity to keep fighting as if nothing had happened. It's peculiar to my sensibilities, but you can. As for myself, I narrate most attacks as either near misses (if all they do is damage) or being nicked (for attacks that impose conditions or effects). If an attack reduces a character to zero hp, I tend to describe it such that it might or might not be a lethal blow. For example, the goblin strikes Ragnar in the chest and he crumbles. That strike might have been through a major organ (if Ragnar dies) or it might have just glanced off a rib (if he lives). In the fog of war, who's to say? My point is, you can narrate it however you want. Your approach will determine certain flavor implications. If you narrate damage as purely injury, you're necessitating a certain type of setting where PCs and monsters can survive and even ignore injuries that would kill lesser men. If you narrate a 20 damage attack differently for a low level fighter than a high level fighter, then non-physical factors are implicit but you can have a system that more closely models typical fantasy settings or even the real world. EDIT: In the fairness of disclosure, I will say that back in the 2e days (continuing into 3e) my group instated a house rule pretty early on to the effect that characters healed their level + Con modifier every night. That narrowed the discrepancy quite significantly, since recovery speed roughly scaled with level. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Why do we really need HP to represent things other than physical injuries?
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