I'm Sick of HP in TTRPGs!
18K views · Feb 26, 2024 · Entertainment
Comments · 277
@Locaneo · 2 years ago
This is one of the things I appreciate about City of Mist, where there's not really HP, but more how much you resist being KOed by certain types of statuses that can be progressively worse. The weaknesses you didn't strengthen yourself against are your HP since everything has basically only 6 HP at most.
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@mattgenaro · 2 years ago
People discovering that DnD has a gigantic outdated game design and philosophy warms my heart.
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@Arianainthedark · 2 years ago
I agree. The last game I played didn't have hp, and was dependent on the injuries and items consumed to track our well being. I didn't die, but my injuries were so debilitating at one point, that it just made more sense for the character to retire in-game. The dm turned that character into an npc who handled magical matters for the party, and even came back in a big way by the end of the campaign. It's a fun memory.
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@DandRpodcast · 2 years ago
Man, this was a fantastic video. You've gotten very good at breaking down complicated systems and ideas easily.
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@gameygeemer4142 · 2 years ago
The Story Teller system is my favorite implementation of HP where you have a tiny number of relatively static amount of health boxes that each have their own associated penalties if you have it filled in
50
@RedGalaxy00 · 2 years ago
Savage Worlds. Savages Worlds has become my favorite system, one of the reasons is because of the wound system. (It's a 3 HP system, but still lets players roll dice for possible big numbers.)
36
@Crocodile_Appreciator · 2 years ago
I'm personally fine with any system for health (or lack thereof), as long as it meshes well with the system's goals. Sometimes I want tactical combat, so a wargame with a roleplaying system that's pretty much stapled on is very acceptable (DnD 4e). In this case, I find HP good, and I dare say I'd be frustrated if it didn't have traditional HP because someone wanted to homebrew it away or something.<br><br>Other times, I'm looking for a more narrative experience where that broken arm matters, so Fate has my back, and I wouldn't want it to have traditional HP because that conflicts with what Fate does.
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@AnonM7P · 2 years ago
I was actually thinking about HP recently, and I'm glad you covered this...
10
@josephgreer2291 · 2 years ago
Love this video. I design games for the fun of figuring out different ways of doing things and having them work and I’ve always hated ever expanding hit points. The problem with talking to people in my area is all they have ever played is d&d and in their eyes that system is perfect, such annoying conversations lol
6
@_mawburn · 2 years ago (edited)
Somebody needs to get this this guy playing Savage Worlds. You get 3 wounds. You can heal, but you never get more than that. Good luck!<br><br>Another great video though, well done!
10
@ZelphTheWebmancer · 2 years ago
I like how Mutant Year Zero does health: Your attributes take damage, and if one of them hits 0, you are broken, not dead, just out of commission until you heal. There a few other ways health is done in other Year Zero Engine games, but this is a great one, specially since it ties with the Push Roll mechanic (basically rerolls) and gaining points you can use to activate mutations.
6
@DUNGEONCRAFT1 · 2 years ago (edited)
Nice video. Crown & Skull also has a unique idea called "Attrition." Instead of HP you lose skills or equipment. Keep rocking it. This channel will grow quickly. Don't change a thing.--Professor DM, Dungeoncraft.
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