- Joined
- Aug 23, 2018
I don't think that's the reason. It's just bad math/planning. Learning about the intention of "bonus action" vs how it played out was an eye opener on the flaws of 5es design for me.it is that particularly the 5e implementation of it is terrible and in the name of not having trannies chimp out at the table if their teifling croaks makes PCs too hard to kill in a way that isn't fun.
There was a fat furry fetish game popular in my scene that worked like that. It was a low numbers game, and iirc, a body part had 0-3 hp depending on your stats. Take a hit at 0hp you take some penalty. Said "hp" was also your stats, so arms would be strength, legs would be dex, etc. It also had weapons and attacks that used those other stats.One of the most elegant damage systems, in that it was perfectly suited to the game and it's tone, was that of Cubicle 7's Doctor Who: Adventures in Time and Space. Character attributes range from one to six and damage is deducted directly from attributes on a temporary basis. Take a point of damage and you were hit in the head? Lose a point of Intelligence due to concussion. Take three points of damage when someone fires the electron beam into your legs? Take them off Mobility. And if you're reduced to 0 in an attribute then it has the appropriate effect - unconscious, paralysed, etc. Extremely quick flowing, keeps combat dangerous (due to only having six points at most), has interesting variation - e.g. one person might be able to handle one type of damage better than another - and has a lot of room for descriptive effects rather than being a HP sponge that goes "fine, fine, fine, down."
Complex? No. A perfect fit for this game? Yes.
I used to do that, but it ended up a bit abstract for people to understand. I just use video game logic and everything works out fine. Savage Worlds "shaken" is like that, and it baffles a lot of people.My take HP is always that it its an amalgamation of skill, toughness, and luck - It is a representation of a character's ability to have blow not hit a critical area.
I wouldn't have replied, but I want to share one use of HP I did that went over well and is related to what you said.
It was a rules lite game, and it was a non-lethal scenario. For sake of example, let's say the PCs are trying to avoid being arrested by mall cops. Instead of playing by the book (which would've either been fail-or-die or impossible-to-lose), I had mall cops roll attacks as normal, and when a PC was at 0hp, a successful grapple check against them would result in them being detained. It was a bit jank, and likely wouldn't work for a whole campaign, but for a one shot it worked well enough.
I've heard the mantra of applying HP to everything. I don't go that far, but sometimes it's a handy to prevent a single roll being a failure point.
I forget where I saw this, but it worked for random encounters too. 20"hp", and roll a d6 each dungeon turn. d4 if they're quiet, or d8 if they make noise. Though it ended up not mattering anyway, it's a neat way of doing random encounters.