mmadsen said:
I'm not sure how saying, Ideally we'd find a new system that worked just as well for gaming but also kinda, sorta modeled "reality", is just "HP with a different explanation tacked on," and I don't see how I've rejected all alternate explanations.
There are presumably many, many ways to design a combat system, and I don't think many people have aimed for a system that was playable and fun as their first goal, but still sensible.
Are you talking about spending X development resources making the combat system playable and fun, and Y development resources making it sensible? If so, you are not spending X+Y resources making it fun and are therefore sacrificing some potential for fun in exchange for "sensibility".
If you are talking instead about a system where you spent X+Y resources building the system to be fun, and tacked on a "sensible" explanation, you are back to the same "problem" that HP have, which is that the "sensible" explanation doesn't satisfy everyone's definition of sensible.
mmadsen said:
Anyway, if we stipulate that D&D's current hit point system is playable and fun, and we just want to make it make more sense, then the easy way is to redefine hit points to be fate points, so they are not toughness, they're not lost (only) when you're hit, and they aren't recovered via healing.
The point is that you'd have the choice of when and where to spend your fate points. The hill giant made his grapple check by 12? Which would you prefer, to get grappled or to lose 12 fate points? The hill giant made his to-hit roll by 2? Which would you prefer, to lose 2 fate points or to get hit with his club?
These are fundamentally hit points by another name. You may change the recovery mechanics, but those have changed from edition to edition anyway and in 4E everyone recovers their own HP pretty quickly outside a fight anyway. You also need to add in some kind of "toughness" mechanic that represents actual "meat points" (see various Vitality Point systems), or else "get hit by the ogre's club" becomes a non-option (cake or death? I'll have the cake please), making the system overall more complex.
Besides simply being more complex to implement than HP, you're still back to square one in most gameplay. Any sufficiently bad
hitfate will be avoided by spending your
hitfate points. You're making it so that grapples and such can be avoided, too, but any sufficiently dangerous grapple
will be avoided, and any attacker controlled by a player who knows the rules then won't bother grappling unless it's going to cause a bigger fate point loss than the attack he makes instead. This means that in practice, among skilled players, nobody ever gets grappled - it's a non-maneuver in actual combat, only usable when you've run an opponent out of fate points and don't want to kill them outright. That's fine for those who
want grappling and the like not to happen in most fights, but for those who like the maneuvers aren't going to have too much fun.
Then you're adding in the idea that instead of people
surviving long falls off cliffs (for example), they just don't fall off in the first place, which is actually something I'll consider in my next game without changing the mechanics at all. I can do this just fine on its own because HPs are abstract.
mmadsen said:
Further, strong but unimportant characters (a random hill giant) would have high toughness and damage stats, but they wouldn't necessarily have high fate points. Conversely, weak but important characters (Frodo) would have low toughness and damage stats, but they would have many, many fate points.
Nothing you can't already do if you're willing to accept HP as abstract. Ogre minions and level 10
hobbithalfling rogues get along in the same game just fine.