Showing posts with label Hit Dice. Show all posts
Showing posts with label Hit Dice. Show all posts

Thursday, November 21, 2013

Ruminations on OD&D: Hit Points

There is a thread over on OD&D Discussion concerning how hit points are rolled. Essentially, there are four methods (I think):

  • Keep a running, static total, adding the roll of each hit die as it is gained;
  • Reroll all hit dice at each level, keeping the new total if it is higher;
  • Reroll all hit dice at some predetermined point each day, such as after a night's sleep;
  • Reroll all hit dice at the beginning of each combat
I like the "reroll" methods. I've always hated getting hosed on some shit-ass HD rolls. Plus, as a referee, I don't like feeling like it is absolutely vital that I hand out max hp at 1st level. It's a minor annoyance, but sometimes they are the most annoying.

Anyway, this segues into something I have been ruminating on. There are a lot of rationalizations for certain OD&D rules. We all know the ones about hit points representing fatigue, favor of the gods, and luck. While damage represents being taxed to your limits, minor scrapes and bruises, exhaustion, etc.

A big part of OD&D is resource management. Hit points are a key resource to be managed. But, if they represent the things we rationalize them to represent, and damage is per its rationalization, I believe the healing rules are way out of whack. At the healing rates as written a single attack, with a lucky (unlucky?) damage roll could take almost a week to heal. A week to get over being tired and a few minor scrapes and close calls.

I'm sure at this point this may seem like I've kit-bashed two posts. Maybe I have, I don't know. I'm just wondering how to tie in rerolling hit points either each day or each combat would work in conjunction with some "accelerated" healing rules. Like maybe throw the running damage total right out the window, along with the running hit point total, and start fresh each combat/encounter. Would it seriously unbalance things? Would it rob the game of part of its drama, like when your hit points are really low and you're trying to tip-toe out of the dungeon and back to town?

So maybe the "reroll every morning" is the better way. So, how would that work with pre-existing damage? Is it only your max hit points that are affected?

At any rate, I need to rethink healing in light of what damage is supposed to represent. I think getting a certain amount, maybe a percentage of current max, at the end of a combat would work. That could represent the "fatigue loss" being recovered once the character has a chance to collect his breath. One thing's for sure (at least as anything is "for sure" in my head) is that I don't want the book keeping that goes with calling hit point damage fatigue, and keeping track of "wounds" separately. Akrasia's house rules feature that, and while I love the idea on paper, I don't want to deal with it at the table.

I welcome any and all thoughts on this subject. 

Sunday, November 17, 2013

The Value of Hit Points

This has been rattling about in my head for a week or more, but I never remember to post it. Until now . . .

While I do understand the math of "more hit points" being an advantage, I never truly appreciated it as something that made Fighting-Men better fighters. I recently saw the light whilst watching a marathon of The Unit.

Two men were engaged in a fist-fight. One was younger and clearly more capable. The other was older, and while a seasoned fighter, wasn't the man he used to be. Both men were basically beating the shit out of each other, but the punishment was more telling with the older man. Eventually the younger man gained the upper hand, even though the older man was landing solid blows.

Watching this, and putting it into an OD&D perspective, I was reminded that OD&D combat is about results. The fundamental truth is this: statistically speaking, the better fighter will still be standing at the end of the fight. Period. It is that simple. So, maybe we have similar, or even identical, chances to-hit, but if I have more HD (and therefore hit points, presumably), I should win.

I feel like I should expound on this further, but I can't really see what that would serve right now. So, let's just leave it at this, shall we?

Wednesday, May 30, 2012

HD in BtPG

The many faces of a HD
Remember when you started playing D&D and you first came upon the term "level"? D&D gets a lot of mileage out of that term. Character level, spell level, and dungeon level, and those three types of levels are used frequently. Until you learned the particular context associated with each one, it could be confusing.

I am afraid that a similar situation will exist in Hordes & Whores. The term Hit Dice (or HD) is getting a lot of use. Now, being that these are essentially my house rules for kitbashing a variety of subsystems, I'm fine with it. I know what the term means each time I use it. However, for those of you trying to follow this development, or even interested in using these mad ideas, perhaps a little disambiguation is in order.

The first thing one must understand about Hit Dice is that they are not rolled to determine hit points. The character simply has 1 hit point per Hit Die (hit point may be modified, but that's another post).

Hit Dice, not level, are used to judge a character's relative ability in combat. In this context, they are literally Hit Dice, being the dice used to determine hits. For example, a character with 6 HD may potentially roll 6d6 when attempting to hit an opponent in combat.

Considering the second point, there are several effects that may alter the number of HD a combatant has. For example, a magical defense may "reduce attacker's HD by 2". This would mean that the 6HD character from the previous example would only roll 4d6. Likewise, there are factors that may make an opponent more formidable, granting bonus HD on an attack. Hit Dice referred to in this context have absolutely nothing to do with hit points.

Anytime HD are listed with a modifier directly attached, such as an ogre, having 4+1 HD, the "plus" is added to hit points. So, the ogre attacks as a 4HD creature and has 5 hit points. The "plus" is also applied to one of the d6's rolled on the Combat Table. So, our erstwhile ogre with his 5 hit points would roll 4d6 when attacking, one of which would receive a +1 modifier.

I think that about covers it. If I think of any other issues with the term, or if any of you encounter any confusing usage, I'll try to clear it up. Let me know if you have any problems, I'm not always the most concise communicator.