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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="Hussar" data-source="post: 5834878" data-attributes="member: 22779"><p>Oh probably not. Just how I would do it for me. <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>Bill91 - the problem is, you've just changed the parameters of the issue.</p><p></p><p>HP=Physical damage. OK, well, even in every version of D&D, they realized that was an issue. After all, that would mean that two boxers would actually be trying to kill each other. So, at least by 2e, you got a new bypass mechanic - percentage chance of KO.</p><p></p><p>Which made very little sense. I can knock you out with a punch, but, beating you repeatedly over the head with a mace won't give you so much as a headache? Really? </p><p></p><p>Enter 3e. Again, the problem is recognized. But, instead of fixing the problem, they add more mechanics. Non-lethal damage, that's counted up instead of down (adding needless complexity), that heals in a completely different way from regular damage, and doesn't actually kill you, just knocks you out. Unless, of course, you're taking non-lethal damage from environmental effects. In which case it might kill you, depending on other factors. Unless, of course, you're a mount, in which case you don't take non-lethal damage but rather lethal damage if exerted too much.</p><p></p><p>Unless... unless... unless....</p><p></p><p>Fifteen bajillion subrules just to spackle up an idea that doesn't work. Never mind that 3e ALSO has temporary HP, which are typically magical in nature (can you get temp hp from a non-magical source?), but follow different rules from regular HP.</p><p></p><p>Enter 4e. One system for HP. Anything that would possibly take you out of combat comes out of your HP - be it fear effects, environmental, whatever. No more subsystems. You still have temp hp, but, they're no longer purely magical in nature, don't stack, and generally don't last that long anyway.</p><p></p><p>You gotta give some props to 4e for streamlining the mechanics here. By and large, the 4e mechanics out of the box will fit most genre expectations. If you want gritty, reduce the number of surges per day. You want superheroic, pile on more. Easy peasy.</p><p></p><p>OTOH Bill91 - I TOTALLY agree with you about bards. Man, I really don't like 4e bards.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5834878, member: 22779"] Oh probably not. Just how I would do it for me. :D Bill91 - the problem is, you've just changed the parameters of the issue. HP=Physical damage. OK, well, even in every version of D&D, they realized that was an issue. After all, that would mean that two boxers would actually be trying to kill each other. So, at least by 2e, you got a new bypass mechanic - percentage chance of KO. Which made very little sense. I can knock you out with a punch, but, beating you repeatedly over the head with a mace won't give you so much as a headache? Really? Enter 3e. Again, the problem is recognized. But, instead of fixing the problem, they add more mechanics. Non-lethal damage, that's counted up instead of down (adding needless complexity), that heals in a completely different way from regular damage, and doesn't actually kill you, just knocks you out. Unless, of course, you're taking non-lethal damage from environmental effects. In which case it might kill you, depending on other factors. Unless, of course, you're a mount, in which case you don't take non-lethal damage but rather lethal damage if exerted too much. Unless... unless... unless.... Fifteen bajillion subrules just to spackle up an idea that doesn't work. Never mind that 3e ALSO has temporary HP, which are typically magical in nature (can you get temp hp from a non-magical source?), but follow different rules from regular HP. Enter 4e. One system for HP. Anything that would possibly take you out of combat comes out of your HP - be it fear effects, environmental, whatever. No more subsystems. You still have temp hp, but, they're no longer purely magical in nature, don't stack, and generally don't last that long anyway. You gotta give some props to 4e for streamlining the mechanics here. By and large, the 4e mechanics out of the box will fit most genre expectations. If you want gritty, reduce the number of surges per day. You want superheroic, pile on more. Easy peasy. OTOH Bill91 - I TOTALLY agree with you about bards. Man, I really don't like 4e bards. [/QUOTE]
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Community
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Why do we really need HP to represent things other than physical injuries?
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