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JaredGaume wrote:My feeling is to either use a condition track or use hit points, but not both. I don't think the two mechanics play well together. You end up favoring one and ignoring the other.
JaredGaume wrote:Gary proposed using a hit point system where you can pick up fatigue and injury points. It is a hit point centric design. It has room for conditions without having an actual condition track.
fodigg wrote:JaredGaume wrote:Gary proposed using a hit point system where you can pick up fatigue and injury points. It is a hit point centric design. It has room for conditions without having an actual condition track.
Wasn't "Vitality/Wounds" what made combat so deadly and high-level characters so rare for SWRE?
fodigg wrote:JaredGaume wrote:Gary proposed using a hit point system where you can pick up fatigue and injury points. It is a hit point centric design. It has room for conditions without having an actual condition track.
Wasn't "Vitality/Wounds" what made combat so deadly and high-level characters so rare for SWRE?
Darthmoe wrote:I don't think that a pure condition track is right for this game. This game is intended to be streamline and with all the games I've seen or heard about it with condition tracks they tend to have a lot going on. Generally speaking they have an attack roll vs. the defender's dodge skill, followed by a damage soak.
Making both the damage soak and passive doesn't seem like a good effect. There are other factors though.
First of all the thing everyone is point out is that a condition track makes bigger hits more dangerous, which is a positive thing, but by having the hybrid HP and condition track is that while it keeps big hits dangerous, enough small hits are dangerous too.
Also getting rid of HP could be a disaster. If we're marketing this game to d20 players we should keep it close enough to classic d20 so they can recognize it. Getting too radical with the design = bad. Case in point D&D 4.0 was a very radical over haul from 3.5 and SWSE and a lot of us are here because we are not entirely pleased the changes. None of those changes were nearly as radical as doing away with HP.
Stacie_GmrGrl wrote:Darthmoe wrote:I don't think that a pure condition track is right for this game. This game is intended to be streamline and with all the games I've seen or heard about it with condition tracks they tend to have a lot going on. Generally speaking they have an attack roll vs. the defender's dodge skill, followed by a damage soak.
Making both the damage soak and passive doesn't seem like a good effect. There are other factors though.
First of all the thing everyone is point out is that a condition track makes bigger hits more dangerous, which is a positive thing, but by having the hybrid HP and condition track is that while it keeps big hits dangerous, enough small hits are dangerous too.
Also getting rid of HP could be a disaster. If we're marketing this game to d20 players we should keep it close enough to classic d20 so they can recognize it. Getting too radical with the design = bad. Case in point D&D 4.0 was a very radical over haul from 3.5 and SWSE and a lot of us are here because we are not entirely pleased the changes. None of those changes were nearly as radical as doing away with HP.
See, I think too radical = good... 4e didn't go far enough IMO. I hate hit points with a passion, but I work with them. I use them, and I make due and I enjoy the games regardless of said hit points. I think they stink and they are illogical and they just don't make any sense at all.
We are marketing this game as an evolution, as far as I understand it, and some things have to be evolutionized from the way they have been. So far, like I've said before, the only thing that we've done that I've heard concretely about is changing from base attack to combat skills. Everything else has stayed the same, and that's not an evolution at all. That's just keeping to Sacred Cows that are expected to be there because they always have been. And that kind of thinking limits potential and it limits possibilities, it never, ever, opens things up to more possiblities.
If you go on enworld, rpg.net, and ask them what they don't like, one of the things that always pops up is the upper level play. One of the primary factors of that complaint is hit points. Hit Points, while they have been part of the game for decades, always causes problems in the game, both within the game for balance and because of stupid metagaming where players make decisions and choices based on who has taken the most damage. Hit Points leads directly to a metagaming perspective and method of playing these games. That's the primary reason why I absolutely detest them. It irks me to hell when a combat is over and the first question is,"Who needs healing? Who took the most damage?" and you get numerical answers from all the players. That's boardgaming, not roleplaying. If you want to see flashing lights of hit points above your head, go play WoW.
The other huge complaints is Feat bloat, and from SWSE, how skills kept getting added to with each new book, until they became a giant mess to keep track of.
But Hit Points, sure, they work, I work with them, but IMO they are a horrible design choice. Sure, they are known, but they suck. Plus, you always always always always always have arguments in the game about what Hit Points really mean. You see it creep up all the damn time on message boards, do they mean an actual hit? Do they mean a graze? Do they represent that near miss or is each hit a real hit till you get whittled down to a pile of goo?
Hit Points, either rename them so they make more sense, or get rid of them altogether. It is a Sacred Cow that can be tossed aside, and the game will be better for it.
JaredGaume wrote:I favor using a hit point system. I'll even go so far as to support applying conditions to your character like fatigue and injuries.
That said.
There are a variety of ways to handle a condition track. From a narrative and a realism point of view it is more dynamic to say "I am fatigued" than "I have 15 of 20 hit points left."
Using a condition track only may require reworking a number of central mechanics built in to the d20 system from the very beginning. The biggest one may be how damage is handled.
For sake of argument say we use a 6 point condition track (a-la Star Wars):
( ) Healthy: No penalties, you are perfectly healthy.
( ) Fatigued: -1 penalty (to all defenses, attack rolls, ability checks, and skill checks; applies to each step)
( ) Wounded: -2 penalty
( ) Injured: -5 penalty
( ) Dying: -10 penalty, you may only take limited actions (e.ge. you only get 1 standard action on your turn).
( ) Dead: You can't do anything, you are dead.
The question is how to control movement along the condition track, i.e. how do you go from healthy to fatigued to worse. In other systems I have seen this is usually controlled by an ability to soak damage, so only the damage that gets through moves you along the condition track.
Using the d20 model I would control this with a damage threshold, for sake of argument I am picking Fortitude Defense as the damage threshold as it controls your ability to resist physical effects; in this case damage. Wearing armor can further improve your Fortitude making it harder to land hits that deal any real damage.
Any time you take damage less than your Fortitude Defense nothing happens to you, you are perfectly fine, the attack did insufficient damage to actually affect you. Might not seem realistic if you go shot or stabbed, but we can say that damage that does not breach your Fortitude was at best grazing, at worst just scary but ineffectual.
As you take increasing damage, you move further along the condition track, this has the effect of lowering your defenses, Fortitude in particular, making it easier to kill an increasingly injured and vulnerable character. The penalty also applies to any attempts by yourself or others to recover/heal you.
Healing takes time and effort. You could say that recovering 1 point on the condition track requires rest and healing. For a baseline you have to rest a number of hours equal to your condition penalty and make a recovery check. You make this yourself as a Constitution or Endurance check, an ally can make this check for you with a treat injury check. If you rest and pass your check, you recover 1 point on the condition track. You will have to rest and recover for each point you want to move back up the condition track. We could go so far as to say that you may freely recover from being fatigued with a "second" wind, or a short (5-minute) rest, the higher conditions take actual care to recover.
This does simulate the balance between "getting hit less" or "being able to take it".
Some sneaky characters may have a "backstab" ability that lets them deal a minimum of 1 point of damage to your condition track so long as they hit you under the right conditions.
A weakness of the above proposal is that a condition track system is necissarily more lethal than a hit point system. Given my above example, any time you take damage of 5 or more over your threshold, you will die outright. Anything that gives you more damage, makes you more of a threat to injure or kill your target.
You could assign a damage rate, you take so many points of damage and then you slide along the condition track. But at that point, I feel you might as well just use hit points and scrap the track alltogether. You are now doing unnecisary amounts of record keeping for something that deserves to be fast and efficient.
I am all about game-play efficiencies. I am allready well aware of the current d20 model's weakness in terms of efficiency without using condition tracks or other random elements. Every time one more thing to track is introduced, efficiency goes right out the window and play dramatically begins to bog down. I just want to play a game, not do double-column accounting. Either build the game around hit points or condition track, not both.
JaredGaume wrote:Gary proposed using a hit point system where you can pick up fatigue and injury points. It is a hit point centric design. It has room for conditions without having an actual condition track.
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