tag:blogger.com,1999:blog-283938885302784821.post6453385165581540974..comments2024-03-28T00:42:25.420-07:00Comments on Grognardling: Selling Your Players on Abstract Hit PointsChristopherhttp://www.blogger.com/profile/16988517412357391012noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-283938885302784821.post-68704203620568292672011-06-20T08:02:45.679-07:002011-06-20T08:02:45.679-07:00This approach shifts you toward 4e with its "...This approach shifts you toward 4e with its "Healing Surge Value" (=25% of total HP), so it should appeal to that crowd as well. (Beware: If you add in a class & con based cap on # of healings per day, you'd be converting to the 4e HP system wholesale ;p)<br /><br />@Higgs<br />I like that idea, medicine bag & all. Might steal it.Nobodyhttps://www.blogger.com/profile/08553033903110391188noreply@blogger.comtag:blogger.com,1999:blog-283938885302784821.post-54401842807445884792011-06-20T07:11:58.915-07:002011-06-20T07:11:58.915-07:00It is the biggest problem with abstract hit points...It is the biggest problem with abstract hit points. But since abstraction is the only way hit points even vaguely make sense, we live with it.<br /><br />For my part, I like to reskin "cure" spells as doing something else. They'll cure a wound if a character is actually "wounded" (i.e. dropped to 0 hp or less). But if the character is merely "winded" (has lost some but not all of his hp), then the "cure" spell is more of a "luck spell" or a "blessing." The historical equivalent would be a shaman saying, "hold this medicine bag in battle, Crazy Horse, and you won't be touched by bullets." A higher level character, then, already has enough skill/luck/divine favor to spare and needs commensurately more mojo to pump it back up once depleted.John Higginshttps://www.blogger.com/profile/06522143715905888511noreply@blogger.comtag:blogger.com,1999:blog-283938885302784821.post-87926769316958762702011-06-19T23:07:28.004-07:002011-06-19T23:07:28.004-07:00Interesting, but then wouldn't that Hargrave s...Interesting, but then wouldn't that Hargrave system have the opposite effect? Low level characters can get into a battle, take a hit (two if they're lucky), then again with a small bit of luck be fully healed by that 'cure not so serious wounds' magic. Even if they're not lucky, they've still got minimum 25%/33%/50% of their hit points back (d8 Fighter, d6 Cleric, d4 M-U/Thief). <br /><br />Would the more powerful spells be available earlier, since their effect would scale with levels?Dennis Laffeyhttps://www.blogger.com/profile/03053699552003336733noreply@blogger.com