Get Rid of Hit Points?! (Ep. #84)

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Ogres have 59 hit points. So do owlbears. Red dragons have 256. Thats a lot of subtraction--and math sucks! Speed up combat by 10-20% by replacing hit points with HITS! Professor DungeonMaster elucidates on how hit points as we know them can be easily replaced--without your players ever knowing the difference!

Music:
"Fury of the Dragon's Breath" by Peter Crowley

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Professor dungeon master here, throwing out rules like they were his family China.

equaltocody
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Only Reads Title: “Okay guys, you all start incapacitated and bleeding out on the floor”

judsonfilms
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Reason why this is so valuable is that the monsters don't have emotions if the DM doesn't have emotions for them. And if the DM is being a referee not a antagonistic DM; this has a aim to entertain and be a good host. Rather, this makes semi complex subtraction and addition much quicker and simpler with the illusion of grandeur all in the aim of making the story and Adventures even more exciting

aceyirl
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Love the idea. Less math behind the screen, especially when running a fight with multiple monsters like Orcs, goblins, and such. Just use tally marks. Saves time and speeds up combat. Thanks for sharing your years of experience with us professor.

lynnskelton
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I laughed out loud (a few times) during this video - the Frazetta paintings followed by the Algebra book was genius - thank you so much for sharing your knowledge and ideas!

patricklee
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When I flicked my eyes over the title, I thought it said "Get Rid of Hip Joints"
But I am just a poor old man… My legs are grey. My ears are gnarled. My eyes are old and bent.

Wraithing
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One of my favorite systems, Star Wars D6, is a lot like what you’re describing. No hitpoints, most minions go down in one hit. When you get hit (based on the severity of that hit) you incur one of statuses: stunned, wounded, mortally wounded, or killed. If you’re stunned twice you’re wounded, if you’re wounded twice you’re mortally wounded... and so on. Makes for quick deadly combat.

yubacore
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1:57 "How do you want your game to feel?" So glad you said that -- D&D, like any art, should create an emotional effect that transmits a message -- hopefully a positive one, not a selfish of fascist one. This is a critical question that too many DMs do not ask themselves. I am 100% on-board with the "feel heroic" (as opposed to murder hoboism, including selfish looting of treasure and other criminal PC behavior). I remember what it felt like when in early 1982, I went through the original "Tomb of Horrors" module. I felt a sense of wonder, awe, and fear. The reason i felt that is because I was in a strange environment trying to solve terrifying problems that kept emerging. I think when you add these elements and, it can create an effect that makes the players actually feel something, maybe even feel heroic if they are experiencing them while their PCs are in the act of service to others (which is what heroes do). Heroicism requires both a motive to serve and the ability to do so while overcoming peril.

BTsMusicChannel
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I thought PDM had finally gone too far, even for me. But nope. 2 minutes out I've got my DM notebook out and I'm writing this down.

Also, I just want to say (again) how much I love the D&D nerds who flip out about anyone playing D&D with house rules. Their tears feed my soul.

bluefish
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Amazing idea for small hordes or minions that assist the BBEG. You don't want the minions to bog down combat but at the same time you want to them to soak damage and slow down the party's action economy so its not all focused on the BBEG.

mylifemythoughts-gl
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This is exactly why people who want exciting roleplay - not tactical miniatures combat - should play more elegantly designed systems like those built with the Powered by the Apocalypse ruleset. I played D&D for 25 years, played Apocalypse World once, and never looked back.

ichifish
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This video made me feel like boomerang. You were losing me but once you explained it, it made sense and fun, I was back. Definitely going to try it next time I run a game

ScrewySquid
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Gary Gygax invented the Hit Point as an optional rule for "fantasy" figures like Orcs etc. in his original game rules, Chainmail,

GenghisVern
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This is a classic discussion and argument. Hit points represent fighting prowess not every blow is a piercing sword blow. The concept is the opponent slips the blow at the last second but they tire and get small wounds that make them a little slower etc. the last few hit points are the actual structural damage. Of course I applaud DMs running the game the way they want so go for broke Professor!

lukegygax
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I don’t normally watch YouTube channels that give rules advice, I’m an old Grognard of 37 years gaming, and prefer to work out my own homebrew rules or am stuck in the mud over certain rules. But the Legolas argument is very compelling. The only argument I have with the video, is I find it’s the other way around for me. In the 2E game I play in, the swagger from some of the players, who walk into the local bar and cause bar fights knowing the whole bar combined can’t harm them, is just ridiculous. I have the same issue in the 5E and 3.5 games I run. The players have so many hit points, that there’s just no element of fear. I love the idea of hit point nerfing but don’t really know how I would implement it, one idea I had was the old 2E rule but from 1st level (once you hit 9th as a fighter you got 3 hp, clerics druids etc got 2, wizards 1, but I would add con bonus). It’s one of the reasons I’m really enjoying Forbidden Lands, it’s also one of the reasons M.e.r.p will always be my favourite system. When I ran it for my friends in the army they loved the element of danger involved. Anyway, I’m really glad I found your channel, wether I agree with you on something or not, I find you completely engaging.

Grumpyoldgamer
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Basically Minions from 4th ed. Funny how that edition keeps cropping up when fellas try adding new engaging mechanics to their games.

joezombie
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I incorporated some of these elements into the homebrew system I wrote years back. The bulk of the combatant enemies are "mooks" that take 1, 2, or 3 hits to knock out (or kill if you're a murder-hobo). For major-mooks (bigger enemies) they used the same wound system that the players used. Flesh wounds go first, then serious wounds, then you're dead. You could trade-out serious wounds for negative effects to avoid death. So, rather than taking your last serious wound, you could choose to have your arm mangled instead. You lived, but you had to deal with a penalty for a time. Wounds kill, injuries make you suffer. Combat was super fast in my system.

chubbyninja
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I honestly feel like when combining all of these ideas and rules together we get what amounts to a brand new system. Not a bad thing, mind you, just an observation.

Interesting take, thanks!

callmecrazy
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Great point about keeping the cinematic focus on the game. You really should write a book on these ideas. I think it would do really well!

jawajunk
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Started using this a while back...not on anyone's suggestion, but out of pure laziness and desire for battles to seem more action focused. I actually switch between counting hit points and counting hits...hitting DCs and lying to PCs about Target numbers, simply to keep the ball rolling. Players feel like superheroes, but also feel like they narrowly avoided a character death...sometimes it seems so damn tense and even difficult, but really, the PC was destined to be victorious... it is all about how the game feels. Great presentation here.

WW-toni