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General Tabletop Discussion
*Pathfinder & Starfinder
Why Not Just Call Them Stamina Points?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4104896" data-attributes="member: 710"><p>Can't we just say that KarinsDad has "won" and that, despite all evidence to the contrary, hit points primarily represented meatiness in previous editions, and therefor it makes sense that the recovery time were as long as they were, and curative magic was the only thing that didn't make sense. And then we go on that whatever might have been true in previous editions, it is not true in 4E, and if he doesn't like it, he can ignore 4E, or buy the books and burn them ritually, or houserule it in his own campaign, or add a injury subsystem, switch to a vitality / wound point system or do whatever he wants? </p><p></p><p>I am really getting a little tired of this hence and forth, and unfortunately, it's coming up in a lot of threads, and I haven't seen anything that adds substantial information that would change someones mind or could further enlighten someone who hasn't made up his mind yet...</p><p></p><p>Or, a short summary: </p><p>- Hit Points are an abstract measure to determine how much more punishment a character can take.</p><p>- Hit points represent the ability to go on despite of possible injuries (meatiness as well as pure stamina/endurance) as well as the ability to turn a dangerous blow into a less dangerous, a characters sixth sense ability to evade a dangerous attack, luck or the gods favor for a character.</p><p>- Hit Point loss aka "Damage" can represent physical injuries, fatigue, a characters luck running out</p><p>- Hit point recovery means that the sustained damage is healed or otherwise "overcome". </p><p></p><p>The questions are: </p><p>- What hit point recovery rate is reasonable in this context?</p><p>- If hit points represent injuries, shouldn't there also be penalties for injuries that restrict what you can do? </p><p>- What do the existing recovery rates, penalties for wounds or states (bloodied/dying/dead) in the different editions tell us about what the hit point model focus on - meatiness/injuries or sixth sense/fatigue? </p><p>- Is it even sensible to ask for specifics if the system is meant to be abstract? </p><p>- If there is a a change over editions, is that bad or good, or is it just important to recognize (and possibly accept this?)</p><p>- Is there a system that is superior or at least more consistent then another one?</p><p><span style="font-size: 9px">- How many more threads can be created for this topic, or can be capped for this topic?</span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4104896, member: 710"] Can't we just say that KarinsDad has "won" and that, despite all evidence to the contrary, hit points primarily represented meatiness in previous editions, and therefor it makes sense that the recovery time were as long as they were, and curative magic was the only thing that didn't make sense. And then we go on that whatever might have been true in previous editions, it is not true in 4E, and if he doesn't like it, he can ignore 4E, or buy the books and burn them ritually, or houserule it in his own campaign, or add a injury subsystem, switch to a vitality / wound point system or do whatever he wants? I am really getting a little tired of this hence and forth, and unfortunately, it's coming up in a lot of threads, and I haven't seen anything that adds substantial information that would change someones mind or could further enlighten someone who hasn't made up his mind yet... Or, a short summary: - Hit Points are an abstract measure to determine how much more punishment a character can take. - Hit points represent the ability to go on despite of possible injuries (meatiness as well as pure stamina/endurance) as well as the ability to turn a dangerous blow into a less dangerous, a characters sixth sense ability to evade a dangerous attack, luck or the gods favor for a character. - Hit Point loss aka "Damage" can represent physical injuries, fatigue, a characters luck running out - Hit point recovery means that the sustained damage is healed or otherwise "overcome". The questions are: - What hit point recovery rate is reasonable in this context? - If hit points represent injuries, shouldn't there also be penalties for injuries that restrict what you can do? - What do the existing recovery rates, penalties for wounds or states (bloodied/dying/dead) in the different editions tell us about what the hit point model focus on - meatiness/injuries or sixth sense/fatigue? - Is it even sensible to ask for specifics if the system is meant to be abstract? - If there is a a change over editions, is that bad or good, or is it just important to recognize (and possibly accept this?) - Is there a system that is superior or at least more consistent then another one? [size=1]- How many more threads can be created for this topic, or can be capped for this topic?[/size] [/QUOTE]
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Why Not Just Call Them Stamina Points?
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