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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: 5830473" data-attributes="member: 53980"><p>Considering the modular approach, it should be pretty easy to keep everyone happy as you say. I agree that classic and surge are probably a must-have, but I do think we'll see more and less lethal modules at some point. Maybe not in the "core" three, but somewhere.</p><p></p><p>If the basic hp formula is Con + X, as it seems may be the case, it'd be pretty easy to create a vitality/wounds system for a higher lethality game. Then you just define what type of attack can circumvent vitality (nat 20, or perhaps an attack that exceeds your defense by X) and you suddenly have a significantly more lethal system.</p><p></p><p>Less lethal is even easier. Just grant +X hp. </p><p></p><p></p><p></p><p></p><p>This approach is internally consistent, however, it will strike some people (myself, included) as too anime-like for a typical game. This sort of thing is very characteristic of shonen manga/anime (Bleach, Naruto, Yuyu Hakusho) where protagonists are capable of absorbing unrealistic amounts of harm due to their magical natures or powers. It's far less common in fantasy outside of anime.</p><p></p><p>I prefer that hp be defined as it has always been defined. That way you can describe your fighters as walking away from having swords thrust through their guts, while I can describe the skillful way in which my fighters parried or dodged that sword thrust at the last second, earning themselves a scratch at best.</p><p></p><p>As for recovery time, I have no issue with metaphysical protection taking time to recover. There's no realistic metric for that sort of thing. I mean, we might be able to find statistics to measure the recovery rate of morale, but I expect we'd find that it varies drastically between individuals. Some people bounce back overnight from psychological events that scar others for the rest of their lives. Luck is even less measurable from a real world perspective. As such, I think that the metaphysical side of recovery can be justified regardless of what recovery rate you choose. The overnight 4e approach makes just as much sense as the weeks long recovery of 1e, in this respect.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5830473, member: 53980"] Considering the modular approach, it should be pretty easy to keep everyone happy as you say. I agree that classic and surge are probably a must-have, but I do think we'll see more and less lethal modules at some point. Maybe not in the "core" three, but somewhere. If the basic hp formula is Con + X, as it seems may be the case, it'd be pretty easy to create a vitality/wounds system for a higher lethality game. Then you just define what type of attack can circumvent vitality (nat 20, or perhaps an attack that exceeds your defense by X) and you suddenly have a significantly more lethal system. Less lethal is even easier. Just grant +X hp. This approach is internally consistent, however, it will strike some people (myself, included) as too anime-like for a typical game. This sort of thing is very characteristic of shonen manga/anime (Bleach, Naruto, Yuyu Hakusho) where protagonists are capable of absorbing unrealistic amounts of harm due to their magical natures or powers. It's far less common in fantasy outside of anime. I prefer that hp be defined as it has always been defined. That way you can describe your fighters as walking away from having swords thrust through their guts, while I can describe the skillful way in which my fighters parried or dodged that sword thrust at the last second, earning themselves a scratch at best. As for recovery time, I have no issue with metaphysical protection taking time to recover. There's no realistic metric for that sort of thing. I mean, we might be able to find statistics to measure the recovery rate of morale, but I expect we'd find that it varies drastically between individuals. Some people bounce back overnight from psychological events that scar others for the rest of their lives. Luck is even less measurable from a real world perspective. As such, I think that the metaphysical side of recovery can be justified regardless of what recovery rate you choose. The overnight 4e approach makes just as much sense as the weeks long recovery of 1e, in this respect. [/QUOTE]
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Why do we really need HP to represent things other than physical injuries?
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