Feedback wanted on a theory of hit points & rejuvenation & how they relate to bounded accuracy..

Post/Author/DateTimePost
#1

akaddk

Nov 07, 2014 16:49:54

Imagine for a second that there was a rule that only allowed natural healing at a certain rate and mechanically it worked out that the rate slowed down as you went up levels. At first level the rate is fast but by twentieth it's quite slow. Now hear the justification for this: hit points are an abstraction, we all know that, but do we accept it?

 

If you think about how hit points work, there is essentially no penalty for "injury". If you're at 1 hit point or 100 hit points, you function just as well either way. The only difference is the potential for going unconscious. As you gain levels, your potential to go unconscious decreases in relation to the threats you once found difficult. Only a greater threat has the equivalent potential to make your character go down that previous threats did and that is represented by them doing more "damage".

 

But this then causes a further break with reality when you can instantly bring yourself back to the same potential by one night's long rest. So what if that potential was instead drawn out, thus making previously lesser threats more dangerous and greater threats now potentially deadly? This would suit the bounded accuracy paradigm very nicely as it would mean that even kobolds could be a deadly threat to a character whose potential unconcious threshold has been lessened. They will still be far superior to what they were at first level, having far more methods of dealing with the kobolds, but the threat the kobolds pose will also be far greater.

 

As it stands, bounded accuracy breaks down fairly quickly. The potential of it is there in theory but in practice enemies like kobolds are still trivial past a certain level, unless there's hundreds of them. But if you increase the potential for a character to become unconscious, then suddenly bounded accuracy works a whole lot better.

 

So imagine a hit point rejuvenation system where it took longer to regain hit points. Your adventurer could still go out and face lower level threats even at 50% of their hit points or less. They simply couldn't tackle the greater threats without rejuvenating fully. Think of it as the ability to mitigate damage is lessened by the more damage you take. In MMA, for instance, most fighters can take a punch that they can see coming. They learn how to and the more experienced they are, the more able they are to mitigate that damage. But they also get worn down in a fight. Punch after punch after punch will eventually mean that a punch that they started off being able to shrug off, will now KO them. When they rest in-between rounds, even after a punch that wobbled them, that time they had to recover allows them to better shrug off new blows, but it doesn't entirely negate all previous blows. To get back to full form takes a good week or two.

#2

CCS

Nov 07, 2014 17:54:11
Sounds fine to me. But then - even though I always thought it should've been expressed as regaining x% vs a flat # - I never had a problem with the slow natural healing rates of previous editions....
#3

Chakravant

Nov 07, 2014 18:01:06

Doesn't this just add more abstraction to the HP system, not less?

I'm not certain I agree with your MMA analogy in regards to impact on wearied targets vs. non-wearied targets, but that could get very tangential very quickly.

#4

bawylie

Nov 07, 2014 18:48:21

Imagine a damage attrition system wherein hit points aren't biological and in no way correlate with physical injuries at all. 

 

Instead, they represent alternate outcomes of probability. Each loss of HP represents a time you might've gotten hit, but did not. Eventually, the longer you fight, the probability of being directly struck approaches 1. 

 

Now we just rename Cure Wounds to "Entropy" and we're done 

#5

akaddk

Nov 07, 2014 19:18:05

Chakravant wrote:
#6

Shasarak

Nov 07, 2014 19:27:13

bawylie wrote:
#7

akaddk

Nov 07, 2014 19:40:40

Shasarak wrote:
#8

Rastapopoulos

Nov 07, 2014 20:39:05

bawylie wrote:
#9

Rastapopoulos

Nov 07, 2014 20:38:43

akaddk wrote:
#10

MechaPilot

Nov 07, 2014 20:38:55

Rastapopoulos wrote:
#11

Shasarak

Nov 07, 2014 20:54:49

MechaPilot wrote:
#12

MechaPilot

Nov 07, 2014 20:56:06

Shasarak wrote:
#13

Shasarak

Nov 07, 2014 21:01:14

MechaPilot wrote:
#14

MechaPilot

Nov 07, 2014 21:04:12

Shasarak wrote:
#15

bawylie

Nov 07, 2014 21:37:55

Maybe a ba Wylie coyote. 

#16

Chakravant

Nov 07, 2014 21:46:32

akaddk wrote:
#17

Drycanth

Nov 07, 2014 22:09:54

It is super easy to play with the healing rates that are available via normal healling.

 

do not allow HD to be used on the short rest.

Limit how many can be used per day.

Limit how many HD can be regained to weekly ...

 

Presto slow natural healing.

 

And since none of this is tied to magical healing you can keep all the spells the same. Unlike 4th where it would require more changes.

#18

edwin_su

Nov 08, 2014 1:47:19

akaddk wrote:
#19

Rastapopoulos

Nov 08, 2014 9:01:19

MechaPilot wrote:
#20

MechaPilot

Nov 08, 2014 9:15:46

Rastapopoulos wrote:
#21

ORC_Animus

Nov 08, 2014 9:25:49

I’ve removed content from this thread because trolling/baiting is a violation of the Code of Conduct.

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#22

ORC_Koph

Nov 08, 2014 22:45:10


I’ve removed content from this thread because trolling/baiting is a violation of the Code of Conduct. This is the second time in a short period that this has had to be done. Please keep your posts polite, on-topic, and refrain from making personal attacks.

 

You can review the Code of Conduct here: http://company.wizards.com/conduct