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Why rename HP & Saves?
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<blockquote data-quote="mmadsen" data-source="post: 4198898" data-attributes="member: 1645"><p>You were discussing <em>fatigue</em>, and I stand by the notion that fighting someone with great skill and mobility is at least as fatiguing as fighting someone slow and lumbering but big and strong -- but damage primarily is a function of size and strength.</p><p>I wouldn't say it works "just fine" with shorter recovery, but it works much better.</p><p>I was not discussing how well D&D increments hit points and AC over levels; I was discussing the nature of ablative hit points vs. a bonus on a d20 roll to avoid getting hit. The jump from, say, eight hit dice to nine, means you can survive in combat one-eighth longer (12.5%). The jump from getting hit on a 19 or 20 to just on a 20 means you can survive twice as long (100% longer). AC bonuses show <em>increasing</em> returns -- at least until you hit the "always hit on a 20" stage.</p><p>That's a semantic quibble. Avoiding injury completely is simply doing all the things that allow you to avoid injury partially, but doing them better. The only major difference is when physical toughness comes into play. Anything that improves AC should improve hit points and vice versa -- except that that is hard to implement, because hit points last, and being flat-footed (or whatever) is temporary.</p><p>There are many, many different ways to implement a combat system, some of them more abstract than D&D's, some of them less.</p><p></p><p>You could easily build a system with no trackers at all.</p><p>I don't think it's <em>the abstract nature</em> of hit points that lets you make combats versus monsters more interesting than "miss, miss, miss, miss, you die."</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4198898, member: 1645"] You were discussing [i]fatigue[/i], and I stand by the notion that fighting someone with great skill and mobility is at least as fatiguing as fighting someone slow and lumbering but big and strong -- but damage primarily is a function of size and strength. I wouldn't say it works "just fine" with shorter recovery, but it works much better. I was not discussing how well D&D increments hit points and AC over levels; I was discussing the nature of ablative hit points vs. a bonus on a d20 roll to avoid getting hit. The jump from, say, eight hit dice to nine, means you can survive in combat one-eighth longer (12.5%). The jump from getting hit on a 19 or 20 to just on a 20 means you can survive twice as long (100% longer). AC bonuses show [i]increasing[/i] returns -- at least until you hit the "always hit on a 20" stage. That's a semantic quibble. Avoiding injury completely is simply doing all the things that allow you to avoid injury partially, but doing them better. The only major difference is when physical toughness comes into play. Anything that improves AC should improve hit points and vice versa -- except that that is hard to implement, because hit points last, and being flat-footed (or whatever) is temporary. There are many, many different ways to implement a combat system, some of them more abstract than D&D's, some of them less. You could easily build a system with no trackers at all. I don't think it's [i]the abstract nature[/i] of hit points that lets you make combats versus monsters more interesting than "miss, miss, miss, miss, you die." [/QUOTE]
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Why rename HP & Saves?
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