Editing
Hit Effect Vs Hit Damage
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==The Hit Accumulation Paradigm== The real objetive of a damage system is to determine how long can characters keep fighting and when the fight is over. As ending a fight at the first blow landed would be too drastic, games need a way to calculate how many hits (and how strong) can a character take before falling unconscious or killed. In many popular RPGs you note down the hits each character keeps taking, for example substracting hit points from a predetermined pool, or ticking off damage levels, or whatever. This follows the logic that a strong character might take a single hit and keep fighting, but taking several of them can bring him down. We can call that idea "Hit accumulation paradigm". Here I will propose an alternative to the "Hit accumulation paradigm", as there are three things of it I dislike: *First-Hit Invulnerability: You have many hit points. You are hit by a sword and take a few of them. You should not be afraid of the sword because you know for sure that you are going to keep fighting afterwards, impervious to the damage. *Last-Hit Vulnerability: You have fought a big red dragon, surviving its powerful fire-breath, its column-shattering tail attacks and its sharpened claws and teeth. You only have 1 HP left. But you made it, the dragon is dead, the treasure is all yours... until a kobold comes, throws a rock at you and does what the dragon could not, vanquish the proud hero. *Book-keeping: This is the worst thing. The "hit accumulation paradigm" needs that you note down every hit you sustain, and watch continously if you have HPs left or not, in the middle of the battle. This bogs the gameplay down, in my opinion, specially when you have to manage 100+ HPs pools and dozens of unique hits per battle round.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information