Kolanaki,
@Kolanaki@yiffit.net avatar

“You attempt to dodge the ogre’s attack but fail. Ok, so now you gotta take out the medical dummy and see if you’re still conscious after taking a 20 pound wooden club to the side of your head at 45mph.”

Atlas48,
@Atlas48@ttrpg.network avatar

I dunno what WoD uses, but it aint 100% HP.

Takeshidude,

I don’t understand what this graphic is saying, but I agree

SchoopDaWhoop,

I prefer the original hit point system where 1 hit point means getting hit with one 14 inch shell. Considering this I’d say few living things have more than one hp.

MNByChoice,

“Shell?” Like “turtle shell” or “fired from a canon shell”?

rustyricotta,

It’s-a me, confederate soldier

SchoopDaWhoop,

Its “fired from a cannon shell”. The system was made as a military war game.

Farman,

This but unironically. In medieval total war 2 everythinh except for things like elephants had 1 hitpoint. And a certain chance to recive damage based on atack and defence values. So if the model was hit it died. And it looked much cooler. Contrast that with modern total war games like warhammer where there are health bars. a cavalary charge would send some dudes flying 20mm into the air and after bouncing several times they get up and walk back. Arrows and misiles also work in wierd ways. With the unit loosing sometimes half of its health before anybody dies.

Mechaguana,
@Mechaguana@programming.dev avatar

We used to have an angel of death once you hit a certain number of negative hit points, like you would lose you intestines or a limb that would have a negative effect that would stay until a regeneration spell was cast

TheGreatFox,

Fun fact about going below 0 HP: Third Edition D&D tracked that. At 0 you were staggered, below that unconscious, and at -Con Score negative HP you died.

This being D&D 3.x (3.0/3.5/Pathfinder 1e), there were abilities that extended that limit, abilities that let you stay conscious below 0 HP. I’ve seen someone play a build that was always at negative HP, with a limit of something like -300 before dying, and got bonuses for being in the negatives.

420blazeit69,

I’ve seen someone play a build that was always at negative HP, with a limit of something like -300 before dying, and got bonuses for being in the negatives.

Lmao that’s fucking wild

TheGreatFox,

Totally. Third edition D&D (and its continuation Pathfinder 1e) is amazing for doing the most insane things you can come up with. So many janky combos to be had, with an utterly absurd amount of choices, and characters tend to make more build choices each level than a 5e character does in their entire career. Downside, it’s less newbie-friendly because that many options can be overwhelming. But it’s perfect for those that tried 5e and found it too shallow.

420blazeit69,

Man I wish I had the time (slash the control of my time) to play D&D again. I was on a 5e campaign and I just couldn’t keep up with it due to work. 3e sounds even better but even more time consuming haha

Rheios,

It is worth noting that the -Con score was a 3.X house rule but Pathfinder 1e raw. It was just -10 otherwise, which could get pretty punishing if you were dropped by bad luck.

5e’s up-and-down approach to unconsciousness isn’t really an ideal resolution, although making them gain levels of fatigue almost makes it functional.

ArbitraryValue,

HP is messed up because it tries to track two different things at once. The first is how a combatant can be disabled by one big hit or a few smaller ones. The second is how a more experienced or more “heroic” combatant is harder to disable. When you put these together, you get a mess where your Aragorn ripoff can survive multiple blows from an axe.

But players don’t like being at risk of dying every time they get close to a commoner with a dagger…

agamemnonymous, (edited )
@agamemnonymous@sh.itjust.works avatar

In GURPS you have relatively low HP, but several ways to defend. Still it’s pretty lethal if you’re combat-happy

sammytheman666,

Is that scarasm or are you serious ?

eerongal,
@eerongal@ttrpg.network avatar

nah, sarcastic. just came up in chat, and someone was complaining about HP complexities, when it was mentioned that someone should make an HP version of the “stop using math” meme. Thus here we are.

salton,

I don’t mind the health and hit point system is Cataclysm. Health is a hidden stat that has all kinds of things contributing to it from disease progression to vitamin deficiencies. Each limb has its own hit point value that effects their functionality. Where 0 hp would mean a broken and useless arm but torso or head reaching 0 will end in immediate death.

cawifre,

That actually sounds very similar to the health mechanics in Rimworld.

salton,

It’s possible that you would appreciate Cataclysm for its similar attention to detail to somewhat realistic simulation.

TwilightVulpine,

Well I for one like being a fierce warrior with a huge number representing endurance, who remains completely unbothered and fights with full power even when covered in arrows, up until the final hit lands. Realism? pfft!

timtoon,

In Traveller, your stats are your HP, so as you lose HP, your physical stats degrade until you are dead. HP doesn't increase, so bloat doesn't become an issue.

Neato,
Neato avatar

Does that encourage more of a death-spiral? It makes more sense that a 100% hp and 1% hp person wouldn't be at the same effectiveness. But once you start downgrading one side's effectiveness, it can snowball.

timtoon,

That is true! Combat in Traveller is meant to be quick, deadly, and avoidable at all costs. It encourages strategy because a fair fight could just as easily end up a TPK.

simpleslipeagle,

We used to say if you get in a fight in Traveller you already fucked up.

Arcane_Trixster,

Cypher system has a similar mechanic. You have 3 basic stat pools, and apply “effort” from them to make your tasks easier (i.e. lower difficulty of skill checks). These pools are also your “HP” and are reduced by different types of damage. When a pool is emptied you are debilitated in some way, when all 3 are empty you die.

You can really feel your effectiveness lessen throughout an adventuring day, and it makes your life total more of a resource to manage.

Stamau123,

You’re the only other person online I’ve seen talking about cypher. I love numenera!

PowerSeries,

Yeah, I remember that. I didn’t like how it felt tbh. Spend 3 points to get a what, +4 on a d20 roll? That feels real bad when the d20 rolls high and didn’t matter or rolls low and doesn’t matter. And it doesn’t matter 4/5 of the times so at the end of an adventuring day if you spent all your might on bonuses it could only pay off once.

I mean sure, you get discounts as you level up, and yes, it really pushes you to use cyphers to actually solve problems, as trying for things directly was always a toss up, and that does push you towards the main themes of exploiting random artifacts all the time but I still didn’t like it.

OpenStars,
OpenStars avatar

Legend of Zelda's Navi would like to have a word with you... (BEEP BEEP!)

tamagotchicowboy,
@tamagotchicowboy@hexbear.net avatar

I remember a game that split health into different organs, pretty much all fights where you got one hit or you did the one hitting. Way too many years have passed for me to be useful and remember more details than that and I was a really shitty caster.

ArmoredThirteen,

Been a while since I’ve played so I don’t remember a lot of specifics, but maybe Hackmaster?

tamagotchicowboy,
@tamagotchicowboy@hexbear.net avatar

Idr this was in college around 2010s, I only played one game and everyone was mad with how weak my caster was, they wanted me to roll a roguish type to start off with. I ghosted after. 🙃

JohnBrownsBussy2,
@JohnBrownsBussy2@hexbear.net avatar

On alternative to traditional hit points can be seen in OSR/NSR games derived from Into the Odd. The game still has HP, but it stands for “hit protection” instead of health/hit points. In Into the Odd, there are no attack rolls, you just roll damage dice. HP is then a buffer that resets after an encounter to absorb a hit or two. After that, characters and monsters start taking all damage to their strength stat, which provokes critical damage checks that can knock them out of combat.

So, the result is that combat is very fast, a couple rounds at most, and very decisive/deadly without having the classic OSR issue of your 1 HP wizard dying because they ran into a cat.

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