I think AD&D's definition of hit points is rather definitive as to its original intent.Stack of Turtles wrote: β February 20th, 2026, 20:20I see, this definitely proves that you found an image of some text that says it, for sure.rusty_shackleford wrote: β February 20th, 2026, 20:18-Stack of Turtles wrote: β February 20th, 2026, 20:11Hit points have always been intended to be the character's supple yielding flesh and absolutely do not represent "luck", but they're also abstract and nonlinear so characters aren't supposed to be trading axe blows to the face without obvious harm either.
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Why would I accept AD&D as an authority?rusty_shackleford wrote: β February 20th, 2026, 20:22I think AD&D's definition of hit points is rather definitive as to its original intent.Stack of Turtles wrote: β February 20th, 2026, 20:20I see, this definitely proves that you found an image of some text that says it, for sure.
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rusty_shackleford
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Because it was created by the person who created RPGsStack of Turtles wrote: β February 20th, 2026, 20:23Why would I accept AD&D as an authority?rusty_shackleford wrote: β February 20th, 2026, 20:22I think AD&D's definition of hit points is rather definitive as to its original intent.Stack of Turtles wrote: β February 20th, 2026, 20:20
I see, this definitely proves that you found an image of some text that says it, for sure.
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Who, Gaygax? I don't take his word for anything.rusty_shackleford wrote: β February 20th, 2026, 20:25Because it was created by the person who created RPGsStack of Turtles wrote: β February 20th, 2026, 20:23Why would I accept AD&D as an authority?rusty_shackleford wrote: β February 20th, 2026, 20:22
I think AD&D's definition of hit points is rather definitive as to its original intent.
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https://rpghq.org/gygax-enworld-qa.html
ergo,
vampires drain luck
3) How do you explain hit points, or do you even bother?
It was meant to partially represent a person's luck.3) That's easy. HPs represent not only the physical person, but that one's luck, skill in avoiding damage. As luck runs low, muscles tire, and reflexes slow their measure, HPs. are lost to reflect this. The last few remaining are the actual physical body being harmed. Okay, its rationalizing, but it works pretty well, I think ;-)
ergo,
vampires drain luck
Last edited by rusty_shackleford on February 20th, 2026, 20:26, edited 1 time in total.
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The real question is why we still need this clunky and awkward abstraction in a modern vidya game which can easily represent things very explicitly.
He may be saying "luck", but what he describes is clearly stamina, not luck. Which makes more sense.
Especially given that a creature can be at 0 HP and nonfatally downed.
Especially given that a creature can be at 0 HP and nonfatally downed.
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It's strange that bleeding is considered a non-factor the vast majority of the time if losing hp=getting poked by a sword in a simulation-heavy environment.
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D&D is both simulationist and non-simulationist. It depended entirely on how much extra bookkeeping it would add. Combat already had a lot of bookkeeping as-is so it was mostly non-simulationist.Oyster Sauce wrote: β February 20th, 2026, 20:41It's strange that bleeding is considered a non-factor the vast majority of the time if losing hp=getting poked by a sword in a simulation-heavy environment.
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In this house, Gary Gygax is a hero.Stack of Turtles wrote: β February 20th, 2026, 20:25Who, Gaygax? I don't take his word for anything.rusty_shackleford wrote: β February 20th, 2026, 20:25Because it was created by the person who created RPGs
I quite liked The Banner Saga's "hitpoints" called strength. It represented how much blood or strength your character had left. At max strength (aka max HP), they can deal the most damage. But as they take hits, are wounded, are bleeding, are bruised and losing strength (like how a boxer loses strength the more he gets beaten and is then eventually unable to continue), your strength ("HP") dwindles, which reduces how powerful your attacks are. Eventually at 2 or 3 strength left, your character will be barely able to heft their axe and it won't swing with much force. And then at 0 strength they keel over unable to continue. It feels much more coherent than a knight being at 1/36 HP but he can still deal feel damage, but then he takes 1 more hit and inexplicably can't do anything.
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People, animals, whatever, tend to become more dangerous when wounded, not less, tho.Val the Moofia Boss wrote: β February 20th, 2026, 21:16I quite liked The Banner Saga's "hitpoints" called strength. It represented how much blood or strength your character had left. At max strength (aka max HP), they can deal the most damage. But as they take hits, are wounded, are bleeding, are bruised and losing strength (like how a boxer loses strength the more he gets beaten and is then eventually unable to continue), your strength ("HP") dwindles, which reduces how powerful your attacks are. Eventually at 2 or 3 strength left, your character will be barely able to heft their axe and it won't swing with much force. And then at 0 strength they keel over unable to continue. It feels much more coherent than a knight being at 1/36 HP but he can still deal feel damage, but then he takes 1 more hit and inexplicably can't do anything.
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That can be represented with an adrenaline mechanic, or something like Banner Saga's willpower mechanic where you can expend Willpower charges on a character to make them hit harder that turn, beyond their current strength. But you only have so much Willpower to spend and can't keep people constantly juiced up past their strength.rusty_shackleford wrote: β February 20th, 2026, 23:21People, animals, whatever, tend to become more dangerous when wounded, not less, tho.Val the Moofia Boss wrote: β February 20th, 2026, 21:16I quite liked The Banner Saga's "hitpoints" called strength. It represented how much blood or strength your character had left. At max strength (aka max HP), they can deal the most damage. But as they take hits, are wounded, are bleeding, are bruised and losing strength (like how a boxer loses strength the more he gets beaten and is then eventually unable to continue), your strength ("HP") dwindles, which reduces how powerful your attacks are. Eventually at 2 or 3 strength left, your character will be barely able to heft their axe and it won't swing with much force. And then at 0 strength they keel over unable to continue. It feels much more coherent than a knight being at 1/36 HP but he can still deal feel damage, but then he takes 1 more hit and inexplicably can't do anything.
Until you wound them too much, then they become less dangerous, and then not at all.rusty_shackleford wrote: β February 20th, 2026, 23:21People, animals, whatever, tend to become more dangerous when wounded, not less, tho.Val the Moofia Boss wrote: β February 20th, 2026, 21:16I quite liked The Banner Saga's "hitpoints" called strength. It represented how much blood or strength your character had left. At max strength (aka max HP), they can deal the most damage. But as they take hits, are wounded, are bleeding, are bruised and losing strength (like how a boxer loses strength the more he gets beaten and is then eventually unable to continue), your strength ("HP") dwindles, which reduces how powerful your attacks are. Eventually at 2 or 3 strength left, your character will be barely able to heft their axe and it won't swing with much force. And then at 0 strength they keel over unable to continue. It feels much more coherent than a knight being at 1/36 HP but he can still deal feel damage, but then he takes 1 more hit and inexplicably can't do anything.
Well, I mean after awhile I suppose they start to become dangerous again in a different way.
Last edited by Tweed on February 20th, 2026, 23:27, edited 1 time in total.
It's not life it's izzat. Vampires have rizz because they have high izzat.rusty_shackleford wrote: β February 20th, 2026, 10:07"hitpoints don't represent life!!!!"
ok so why can vampires drain them and gain HP then
It's all rather simple.
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TKVNC wrote: β February 20th, 2026, 23:59It's not life it's izzat. Vampires have rizz because they have high izzat.
Also, Clay Golem (Hit Dice: 11d10+30 (90 hp)) has as much luck as dozen people. Much sixth sense in that mudpile. Totally banned from Las Vegas.
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Bards, like monks, are cringe and gay and all text related to them in all rulebooks should be scribbled out using permanent markers.J1M wrote: β February 20th, 2026, 15:13Bards have a level 1 ability that is mechanically equivalent called Majestic Word:
"You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant."
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
We can agree about monks.Rand wrote: β February 21st, 2026, 17:19Bards, like monks, are cringe and gay and all text related to them in all rulebooks should be scribbled out using permanent markers.J1M wrote: β February 20th, 2026, 15:13Bards have a level 1 ability that is mechanically equivalent called Majestic Word:
"You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant."
You're free to be wrong about bards (and the usually disgusting fucktards that play them), but you are.J1M wrote: β February 21st, 2026, 18:22We can agree about monks.Rand wrote: β February 21st, 2026, 17:19Bards, like monks, are cringe and gay and all text related to them in all rulebooks should be scribbled out using permanent markers.J1M wrote: β February 20th, 2026, 15:13Bards have a level 1 ability that is mechanically equivalent called Majestic Word:
"You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant."
I banned bards and monks in the 80s. Best decision ever. Every year, especially after Critical Role douchetards invaded, I have further entrenched my disgust for them and their players because it was objectively correct and repeatedly proven.
"Let's play a fantasy swords and sorcery game!"
"I wanna play the ****** that strums his lute in combat and exhaustively roleplays all in-game discussions until the other players want to slap me IRL."
Me: "Get the **** out, you ******* ******!"
Last edited by Rand on February 22nd, 2026, 02:08, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
Okay, but you seethe at the idea of a drill sergeant inspiring soldiers to get back on their feet and fight through their wounds, so maybe your opinions aren't that great?Rand wrote: β February 22nd, 2026, 02:04You're free to be wrong about bards (and the usually disgusting fucktards that play them), but you are.J1M wrote: β February 21st, 2026, 18:22We can agree about monks.Rand wrote: β February 21st, 2026, 17:19
Bards, like monks, are cringe and gay and all text related to them in all rulebooks should be scribbled out using permanent markers.
I banned bards and monks in the 80s. Best decision ever. Every year, especially after Critical Role douchetards invaded, I have further entrenched my disgust for them and their players because it was objectively correct and repeatedly proven.
"Let's play a fantasy swords and sorcery game!"
"I wanna play the ****** that strums his lute in combat and exhaustively roleplays all in-game discussions until the other players want to slap me IRL."
Me: "Die ******!!!"
VAE VICTIS
I laugh at the idea of whether or not you agree or disagree with my opinions having any validity to me.Stack of Turtles wrote: β February 22nd, 2026, 02:06Okay, but you seethe at the idea of a drill sergeant inspiring soldiers to get back on their feet and fight through their wounds, so maybe your opinions aren't that great?
Even if you are right, I assume it is by accident.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
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rand is coping because he doesn't have a cool scop to follow him around and record his adventures
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It sounds like you are a lot more familiar with critical role than I am. I like the idea of music-based magic, I like auras, I like classes that affect their team, and I liked being a dragon disciple in Neverwinter Nights because it gave you +4 STR, fire resistance, and wings.Rand wrote: β February 22nd, 2026, 02:04You're free to be wrong about bards (and the usually disgusting fucktards that play them), but you are.J1M wrote: β February 21st, 2026, 18:22We can agree about monks.Rand wrote: β February 21st, 2026, 17:19
Bards, like monks, are cringe and gay and all text related to them in all rulebooks should be scribbled out using permanent markers.
I banned bards and monks in the 80s. Best decision ever. Every year, especially after Critical Role douchetards invaded, I have further entrenched my disgust for them and their players because it was objectively correct and repeatedly proven.
"Let's play a fantasy swords and sorcery game!"
"I wanna play the ****** that strums his lute in combat and exhaustively roleplays all in-game discussions until the other players want to slap me IRL."
Me: "Get the **** out, you ******* ******!"
Also, there's a Bard in The Hobbit so the idea is directly adjacent to the source of western fantasy tradition.
Another data point in my favor.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
