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Why rename HP & Saves?
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<blockquote data-quote="mmadsen" data-source="post: 4199858" data-attributes="member: 1645"><p>I don't dispute that, but if hit points were about fatigue, then dragging an ogre's corpse would cost more hit points than dodging an ogre's club. Running across the battlefield, climbing a wall, or knocking over an idol would cost more hit points than taking a spear on your shield.</p><p></p><p>And, as we've already mentioned, fatigue points would return in minutes, not days or weeks.</p><p></p><p>Hit points are just points your lose when you're hit. People clearly like them, but they don't make much sense. </p><p></p><p>Which is why, ideally, we'd find a new system that worked just as well for gaming but also kinda, sorta modeled "reality".</p><p>I don't necessarily agree, but I'm willing to stipulate that for the sake of argument. So ablative hit points are more fun than the alternatives, but they don't make much sense. It's takes a lot of hand-waving to explain a lot of things so that the fun can continue without losing everyone's suspension of disbelief.</p><p></p><p>So why don't we divorce hit points from toughness entirely and recognize them as a measure of plot-protection, or coolness, or awesomeness, or dudeness, or whatever -- and let them work against things like save-or-die spells, grapples, bull-rushes, etc.?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4199858, member: 1645"] I don't dispute that, but if hit points were about fatigue, then dragging an ogre's corpse would cost more hit points than dodging an ogre's club. Running across the battlefield, climbing a wall, or knocking over an idol would cost more hit points than taking a spear on your shield. And, as we've already mentioned, fatigue points would return in minutes, not days or weeks. Hit points are just points your lose when you're hit. People clearly like them, but they don't make much sense. Which is why, ideally, we'd find a new system that worked just as well for gaming but also kinda, sorta modeled "reality". I don't necessarily agree, but I'm willing to stipulate that for the sake of argument. So ablative hit points are more fun than the alternatives, but they don't make much sense. It's takes a lot of hand-waving to explain a lot of things so that the fun can continue without losing everyone's suspension of disbelief. So why don't we divorce hit points from toughness entirely and recognize them as a measure of plot-protection, or coolness, or awesomeness, or dudeness, or whatever -- and let them work against things like save-or-die spells, grapples, bull-rushes, etc.? [/QUOTE]
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Why rename HP & Saves?
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