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Con/Health is a conceptually boring stat that should at the very least be looked at
>Don't play DND
yeah I included health retard
>>
• What makes it "conceptually boring"? No, "I think it's boring" or other answers revolving around preference aren't valid.
• Why should it "be looked at"? Cite examples pointing to an inherent correctness, duty, or obligation to "look at" it. Once again, responses addressing preference aren't valid.
• What do you mean by "looked at"?

Be detailed and specific.
>>
>>97344629
what alternative do you suggest?
>>
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>"boy, [thing] isn't very realistic!"
>looks at GURPS
>"[thing] is actually a useful abstraction when you think about it"
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>>97345067
This, but I do think the full effectiveness at 1HP to unconscious and dieing at 0 is perhaps to abstracted. Maybe below health breakpoints applies penalties or makes you roll on injury tables.
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>>97344916
>>97345045
>>97345067
>>97345200
Op doesnt care he just wants gooner bullshit in the catalogue
>>
>>97344629
The real issue is that any other system has a whole host of problem that might be worse. Health is just easier to understand even if it's not that realistic.
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>>97344629
This image is slander
Charlie did not have is phone
>>
>>97344629
My shitbrew system:
>Folded health as a component of the Strength and Dexterity equivalents
>Created health equivalents for a character's mind/soul as well
>Allows you to spend those resources on doing things, rather than just surviving a hit
>>
>>97344629
How about wounds that stack up and impose penalties, the severity of the wound being based on damage vs constitution, and there's an attack that straight-up kills your opponent but it is extremely inaccurate, so you need to pile on the wounds until the odds are acceptable and go for the kill.
>>
File: Zorklon.jpg (1.12 MB, 1248x4670)
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>>97344629
>pic
The expressions and setup kind of remind me of Zorklon
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>>97344629
The problem is that a ton of people really like being the "invincible" character, regardless of genre, and you have to find some way to mechanically represent a way to represent that their characters (or given enemies) can take more or fewer hits than others. This leads to con/hp, and I've found very few people who are actually willing to play wound-based death spiral systems because it makes them feel bad. Our generation, and so forth.
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>>97345200
Sorry anon, 4e had mechanics tied to hp thresholds so it will never appear in a wotc game again.
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>>97345443
I don't like the wound-based systems more because you might as well run the second you take any kind of debuffing injury because it just means you'll take more and more until you die.
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>>97345463
Exactly, and there's nothing wrong with that. I guess to sum it up, players want to feel like they're "in danger," but not like they're "dying," and wound systems really drive that second one home. I like wound systems because they feel more realistic, but it's also fair to say that we sacrifice realism the moment we decide to pretend to be vampires or elves or whatever.
>>
>>97344629
Take the GURPS pill. Health not only gives better physical "saves", but also improves Speed, Move, and Dodge, and gives FP which you need for spellcasting, martial-arts skills, psionic powers, and pretty much anything cool. It governs many athletic skills such as Hiking, Running, and Swimming, as well as skills you wouldn't expect (but make total sense in retrospect) such as Carousing, Sex Appeal, and Singing.
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>>97345500
Yeah I feel like that sort of system works better for less heroic games like CoC where you're just a normal guy dealing with supernaturals.
>>
What if you had an injury system but something else to let you 'ignore it' for a turn at a cost? Like you spend stamina to keep ignoring your injury for a time? Would protect against death spirals and potentially give you a definite time limit based on what you've suffered.
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>>97344629
unbelievably based image
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>>97345236
Gooner? Huh?
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>>97345346
Yes he did.



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