tag:blogger.com,1999:blog-7384696295028916937.post7957421764534116869..comments2023-07-27T14:49:37.837-07:00Comments on Back in the Labyrinth: Hit Points and Healing - My Own Dim PerspectiveSean Robsonhttp://www.blogger.com/profile/16429301144221551751noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7384696295028916937.post-323478775334643992010-05-06T19:07:21.301-07:002010-05-06T19:07:21.301-07:00I think you've come up with a workable solutio...I think you've come up with a workable solution to a problem that's always vexed me as well. A dagger held to the throat needs to be a threat--even if you the hero will overcome.Treyhttps://www.blogger.com/profile/04647628467658839351noreply@blogger.comtag:blogger.com,1999:blog-7384696295028916937.post-33715915561442635792010-05-05T18:18:26.222-07:002010-05-05T18:18:26.222-07:00I'm glad you asked, Nykster,
Armour Class, a...I'm glad you asked, Nykster, <br /><br />Armour Class, as it was originally intended, represented only the defensive value provided by armour (hence the term). In the original rules, extra defensive bonuses such as from shields were applied as penalties to hit the character and could, therefore, be easily ignored when appropriate. The concept of AC got muddied in later iterations of the game when all sorts of things, including dexterity bonus got added to armour class.<br /><br />Properly speaking, a character's defenses are comprised of his armour (AC), which doesn't change as he becomes fatigued, and his active defenses such as dodging and parrying (represented by hit points) that are reduced as the character becomes fatigued.<br /><br />With respect to monsters, like the golem you mention, hit points are a literal measure of how much physical damage a beast can withstand, unlike a character. Here's a quote from Gary Gygax explaining the difference:<br /><br /><i>As I have repeatedly pointed out, if a rhinoceros can take a maximum amount of damage equal to eight or nine eight-sided dice, a maximum of 64 or 72 hit points of damage to kill, it is positively absurd to assume that an 8th level fighter with average scores on his or her hit dice and an 18 constitution, thus having 76 hit points, can physically withstand more punishment than a rhino before being killed...Ten points of damage dealt to a rhino indicates a considerable wound, while the same amount of damage sustained by the 8th level fighter indicates a near-miss, a slight wound, and a bit of luck used up, a bit of fatigue piling up against his or her skill at avoiding the fatal cut or thrust.</i><br /><br />So clearly, hit points mean something different to characters than they do to monsters.<br /><br />Nykster's comments have driven home to me the superiority of the OD&D rules over AD&D and later iterations in keeping protection granted by armour completely separate from all other forms of defense, rather than muddying it up with bonuses that confuse the issue.Sean Robsonhttps://www.blogger.com/profile/16429301144221551751noreply@blogger.comtag:blogger.com,1999:blog-7384696295028916937.post-25363510201007753942010-05-05T17:21:31.463-07:002010-05-05T17:21:31.463-07:00While I agree with your point of view, as I must s...While I agree with your point of view, as I must since your the DM, it makes me wonder. At the end of the battle in Rob Roy, when he is sword draggingly tired and can't even lift his sword to defend himself, what would his AC be?<br /><br />It can't possibly be the same as it was at the beginning of the fight, he can't even defend himself anymore.<br />Now in the course of one battle, you opponents would be getting just as tired so it would balance itself out. What about enemies that don't get tired such as golems. Or what about new enemies that show up during the middle of a battle.<br /><br />I've not clue as to how this could be incorporated except by lowering your AC as you lost HP. That, however, would result in many dead characters.Nyksterhttps://www.blogger.com/profile/04864506225534505416noreply@blogger.comtag:blogger.com,1999:blog-7384696295028916937.post-21505292444552611522010-05-04T20:13:22.838-07:002010-05-04T20:13:22.838-07:00High level PCs are like tropical storms... it'...High level PCs are like tropical storms... it's best that they be few and far between, because every time you see them, they destroy the place.<br /><br />Keeping healing times long creates intervals of normalcy between the depredations of powerful creatures, be they PCs or monsters.Vincent Diakuwhttps://www.blogger.com/profile/12176340701893887319noreply@blogger.comtag:blogger.com,1999:blog-7384696295028916937.post-41457433580506839752010-05-03T20:38:54.145-07:002010-05-03T20:38:54.145-07:00I've been using it for some time now, and I...I've been using it for some time now, and I'm quite happy with it. It also saves the cleric from having to take so many healing spells to use out of combat. Now he just needs to take enough to keep people alive in combat, freeing him up to take some more interesting spells as well. Out of combat people can rest up quickly and get back in the action without nearly as much convalescent time.Sean Robsonhttps://www.blogger.com/profile/16429301144221551751noreply@blogger.comtag:blogger.com,1999:blog-7384696295028916937.post-34874696389067322882010-05-03T19:00:26.701-07:002010-05-03T19:00:26.701-07:00Your views mirror mine. I've always wanted to...Your views mirror mine. I've always wanted to separate wounds from fatigue. The solution you propose is very workable!Aaron E. Steelehttps://www.blogger.com/profile/07789462075611254929noreply@blogger.com