| Dragon 23 | - | AD&&D | - | Dragon |
The concept of “HP”
is almost universal in all types of role
playing games. They are often used as a
measure of how much damage
any given being can take in any given situation.
In the case of a sword
duel with 2 high level (and thus, high
hit point) players, it is easily
possible to see that 30 hits at 1-8 hit
points per strike could happen on
each side. Logically, 30 such actual cuts
would easily kill any real life
being in the same situation. It must therefore
be assumed that many of
these lost hit points represent fatigue,
damaged armor, the battle situation
itself, or the weapons used. With this
being the case there should be
some method of determining the physical
damage that finally occurs in
any given battle.*
When a person takes a great deal of physical
damage in whatever
manner, it is highly possible that the
effects will become permanent. It is
conceivable that a sword could sever a
toe or finger causing a drop in
dexterity or a ray gun could puncture a
lung, causing a drop in constitution.
The following charts will help judges curb
the more active tendencies
of their players.
They are used when any given player is reduced to 1 or 2 hit points.
<Instead, these tables could be used for when a PC is at -6 HP or less.>
PERCENTILE
| 1-50 | no permanent damage after healing |
| 51-70 | being requires magical aid in healing correctly |
| 71-100% | being is maimed unless wish or 5th level or better clerical healing spell is used or device is employed. |
AREA OF THE BODY DAMAGED PERMANENTLY
| 1-14 | Head |
| 15-49 | Trunk |
| 50-74 | Arms |
| 75-79 | Legs |
| 80-94 | Hands |
| 95-100 | Feet |
| 1-12 | Hearing Loss |
| 13-24 | Sight Loss |
| 25-36 | Speech Impaired |
| 37-48 | Charisma Impaired <Comeliness Impaired> |
| 49-60 | Intelligence Impaired |
| 61-72 | Wisdom Impaired |
| 73-88 | Fighting Ability Impaired |
| 89-100 | Spell Ability Impaired |
| 1-25 | Speed Decreased |
| 26-50 | Strength Impaired |
| 51-75 | Dexterity Impaired |
| 76-100 | Fighting Ability Impaired |
| 1-20 | Dexterity Impaired |
| 21-40 | Fighting Ability Impaired |
| 41-60 | Magical Ability Impaired |
| 61-80 | Strength Impaired |
| 81-100 | Weapons Ability Impaired |
| 1-25 | Constitution Impaired |
| 26-50 | Fighting Ability Impaired |
| 51-75 | Resistance to Poison Changed |
| 76-100 | Speed Decreased |
| 1-25 | Fighting Ability Impaired |
| 26-50 | Magical Ability Impaired |
| 51-75 | Dexterity Impaired |
| 76-100 | Strength Impaired |
| 1-33 | Speed Impaired |
| 34-66 | Fighting Ability Impaired |
| 67-100 | Dexterity Impaired |
*ED. Note: While this statement is true
for the majority of role-playing
games, it is not true for D&D®
and AD&D® and poses some contradictions.
The system holds true for games such as
MA® and GW®, because
their systems use a set nuimber of hit
points which are determined by
the number of hit dice the character is
endowed with at his (the character’s)
paper birth. Normally, this maximum potential
is seldom reached.
Game systems that set no upper limit on
the number of hit dice
cannot accept this rationale. It is patently
absurd to think that a fighter,
when advancing a level, is somehow enhanced:
more muscles, more
mass, more blood. Were that rationale used,
we must assume that first
level types all look like Herve Villechaize
(Tattoo on Fantasy Island),
gradually acquiring the stature — assuming
survival and advancement,
of course! — of Arnold Schwarzenegger (former
Mr. Universe purported
to be playing Conan in the proposed movie).
In AD&D,
the rationale behind the concept of hit points is decidely
different. Basically, hit points represent
the ability/facility to evade a
fatal blow/injury. It is an abstraction
that includes such considerations as
fatigue, armor durability, fighting technique,
fighting “tricks” learned,
and so forth.
OUT ON A LIMB
Dear Editor:
In the new (March 79)
Dragon I found two
distressing items. I will deal with them
separately
and rationally — I hope.
The first deals with the article by James
Ward
on damage permanency. In one comer you
say
that the rationale for hit points in D&D
is different
than in other games, because in D&D
a character
increases in hit points. You say later
on that in
AD&D
that hit points represent the ability to avoid
a fatal injury or blow. This includes fatigue,
armor
durability, fighting technique and fighting
tricks
learned. Lacking the the
DM book, I cannot speak for
AD&D,
but in D&D characters increased
in hit
points, too. And they healed at one
point per day.
That method is an absurdity. Fatigue loss
will
come back in minutes or hours. Fighting
technique
will, if anything, get better with increased
use.
Fighting tricks may be useless against
the same
opponent twice (indeed, they should be),
but they
are not forgotten when some ogre
nails you with a
club.
Of course, your friendly cleric will come
along
and heal you of 4 points of fighting technique
—
a light wound.
Also, I see CON benefits for hit points.
This
stems from fatigue and actual health factors.
But
fighting technique of the thief surely
is equal to or
better than that of a cleric (or more properly,
a
member of a medieval fighting order). The
cleric <cf. Dragon #125>
might be haler, bigger or better fed, but
the main
difference in fighting will be armor and
weaponry,
not the amount of fatigue. Thieves in stories
(discounting
Faf and
the
Mouser as exceptional) are
usually excellent swordsmen if armed. And
AD&D
allows the sword to the thief; it isn’t
as if they can
only wield daggers.
In essence, I am saying that the system
needs a
major overhaul, something you have not
given it.
For fighting technique one needs a viable
way to
parry or dodge. D&D
lacks this. <link: rules on parrying>
Marc Jacobs
[edit]
(The Dragon #28)
Gee, it’s always so much fun getting
letters from
unproven critics who think they have
some inner
track on “the way of things.”
As to what may or may not be absurd,
let me
say this; if you don’t like it, why
give me all of this
grief? D&D
has always made a point of being
nothing more than guidelines for structuring
a
Game, and stating so. The point I made
in the
Editor’s Note on the article in question
is still valid.
In terms of D&D,
hit points were a much simpler
concept. They were merely regarded as
the
amount of sufferable damage before death
ensued.
This was, admittedly, too simplistic.
In a strict
interpretation, this meant that characters
increased
in mass as they progressed, else how
did they
achieve the increase in sufferable damage,
without
more blood and tissue? Obviously, hit
points
meant a lot more than “woundability”.
Logically,
technique and skill had to account for
the increases
in hit points that accompany progression,
at least to
some extent. This meant that a “hit”
no longer
could come to mean an actual blow. Realistically,
one opportunity to strike in a 6 second
time span
is decidedly low. Therefore, it is assumed
that in a
given 6 second segment, you will have
one opportunity
to penetrate the other’s guard and actually
inflict damage or cause him to perform
some extraordinary
evasive maneuver. This steady decrease
in hit points left shows how some ticks
are only
effective once, as a given fighter runs
through his
repertoire, finally running out of moves,
being
whittled down to that killing blow,
provided he has
not eliminated his foe.
Your argument that healing is too slow
is specious,
and naive.
You obviously have never been in a combat
situation yourself, nor have you apparently
even
participated in something such as the
Society for
Creative Anachronism’s mock battles.
A person is
capable of performing extraordinary
feats when
the adrenalin is up that are virtually
impossible
under normal stress situations. In some
cases, the
person is entirely unaware of having
performed
them until after the fact. Believe me,
your body will
inform you the next day, upon awakening,
of the
abuse you have burdened it with. (In
2 instances
in Nam, I did a couple of adrenalin-assisted
acts
that dumbfounded me afterwards. I also
felt the
strain they imposed on my muscles and
joints for
days afterwards.)
Just as there is a diversity of authors,
so too is
there a diversity of opinions regarding
thieves. Expertise
in weaponry comes from, and is maintained
by, constant use and practice. It is
much more
logical to assume that the cleric (from
a medieval
fighting order if you wish) would spend
time daily
to hone his skills, especially since
he has an abundance
of sparring partners ready to hand.
— Ed. <Tim
Kask> [edit]
‘Unfounded complaints’
Dear Editor,
. . . I’ll start with Marc Jacobs’ letter
in the
August issue. The majority of his letter
is complaints
about D&D,
most of them unfounded. If he
doesn’t like the game, why doesn’t he write
to the
Design Department so you can leave litter
like that
out of Out on a Limb? He says he doesn’t
like
random demons
nor damage permanency. They
are VARIANTS. No one told him he had to
use the
charts. And anyone who gives away a powerful
sword just because of a die roll shouldn’t
talk
about DMs without imagination.
He also mentioned critical hits and fumbles
were needed. On one fumble chart there’s
a
chance to hit yourself critically. That’s
ridiculous.
Only a character with a dexterity of -6
is that
much of a klutz. And what about the monster
that
needs a 20 to hit? Every hit will be critical
(most
systems say a 20 is a critical hit). I
haven’t seen a
good critical hit/fumbles system yet.
Eric Hoover—MI
(The Dragon #32)
"Expletive deleted"
Dear Editor,
We would just like to inform Marc Jacobs
(whose letter appeared in Dragon #28)
that he is a
(expletive deleted!). The beauty
of D&D is that it is
an open-ended game which may be interpreted
in
a wide variety of ways.
Mony Link, Trevor Link,
Rick Caldwell, Dann Caldwell—PA
(The Dragon #32)