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Why rename HP & Saves?
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<blockquote data-quote="mmadsen" data-source="post: 4199963" data-attributes="member: 1645"><p>I'm not sure how saying, <em>Ideally we'd find a new system that worked just as well for gaming but also kinda, sorta modeled "reality"</em>, is just "HP with a different explanation tacked on," and I don't see how I've rejected all alternate explanations.</p><p></p><p>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.</p><p></p><p>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 <em>fate points</em>, so they are not toughness, they're not lost (only) when you're hit, and they aren't recovered via healing.</p><p>The point is that you'd have the <em>choice</em> 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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4199963, member: 1645"] I'm not sure how saying, [i]Ideally we'd find a new system that worked just as well for gaming but also kinda, sorta modeled "reality"[/i], 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. 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 [i]fate points[/i], 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 [i]choice[/i] 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? 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. [/QUOTE]
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Why rename HP & Saves?
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