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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="Crazy Jerome" data-source="post: 5828334" data-attributes="member: 54877"><p>I think that is correct. I even have a separate experience to support it.</p><p> </p><p>I ran a Forgotten Realms campaign using Fantasy Hero (4th ed.), where the intent was to get something a lot like D&D play in some ways but not others. One of the specific things we wanted was that each fight would be tense--which you can get easily in Fantasy Hero. However, we also wanted a lot of healing options--it just wasn't a Realms game if you couldn't "cure light wounds" or find healing potions. And in Hero, once you add such things to the base system, because of how healing typically works, fights either kill you or do no appreciable damage. You can fudge around with "charges" and other limitations on healing, but ultimately if true to the source material, this leads to the same problem that 3E CLW wands produces--though more on the healer characters than the item economy.</p><p> </p><p>Our solution was to put the limit on healing on the target instead of the source. We house ruled that healing did not stack on damage from a single hit. Each wound benefits only from the best healing result applied to it. Since Hero damage amounts are much more coarse than D&D, this was not too onerous to track. Light wounds you can erase entirely, moderate ones you can mostly mitigate, and heavy ones wear you down. </p><p> </p><p>If it had occurred to us to go all the way to something like surges per day, we could have streamlined that whole process and rolled even that modest tracking into a single number. But then, we aren't professionals, and our little tweak worked well enough at the power level we were playing. When 4E came out, I looked at the surge mechanics and instantly thought, "same problem, cleaner solution." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>The big difference there, of course, is that in Hero, we already knew what dropping to zero "Body" meant, and we weren't changing it with our tweak, since "Body" and "Stun" already fit that model.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5828334, member: 54877"] I think that is correct. I even have a separate experience to support it. I ran a Forgotten Realms campaign using Fantasy Hero (4th ed.), where the intent was to get something a lot like D&D play in some ways but not others. One of the specific things we wanted was that each fight would be tense--which you can get easily in Fantasy Hero. However, we also wanted a lot of healing options--it just wasn't a Realms game if you couldn't "cure light wounds" or find healing potions. And in Hero, once you add such things to the base system, because of how healing typically works, fights either kill you or do no appreciable damage. You can fudge around with "charges" and other limitations on healing, but ultimately if true to the source material, this leads to the same problem that 3E CLW wands produces--though more on the healer characters than the item economy. Our solution was to put the limit on healing on the target instead of the source. We house ruled that healing did not stack on damage from a single hit. Each wound benefits only from the best healing result applied to it. Since Hero damage amounts are much more coarse than D&D, this was not too onerous to track. Light wounds you can erase entirely, moderate ones you can mostly mitigate, and heavy ones wear you down. If it had occurred to us to go all the way to something like surges per day, we could have streamlined that whole process and rolled even that modest tracking into a single number. But then, we aren't professionals, and our little tweak worked well enough at the power level we were playing. When 4E came out, I looked at the surge mechanics and instantly thought, "same problem, cleaner solution." :D The big difference there, of course, is that in Hero, we already knew what dropping to zero "Body" meant, and we weren't changing it with our tweak, since "Body" and "Stun" already fit that model. [/QUOTE]
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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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