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	<title>Comments on: &#8220;10 Good Hits&#8221; An Alternate Hit Point System To Control Combat Pacing And Drama</title>
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		<title>By: Spitfire665</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-9006</link>
		<dc:creator>Spitfire665</dc:creator>
		<pubDate>Thu, 25 Feb 2010 15:58:58 +0000</pubDate>
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		<description>To those concerned that this is &quot;still a hp system,&quot; I think that&#039;s the point.  My group and I have come to realize that, in 4E DnD, somehow combat is taking longer than it used to in previous editions.  The best reason I can surmise is it&#039;s a flaw in the system, itself.  When I take stock of the actions around the table, no one really takes any longer than they should to resolve their turn (2 minutes on average). 

What occurred to me was that, in order to balance out the overpowered PCs, WotC just lumped a ton of hit points on the monsters.  In essence, if you think about it, hit points are just little hour glasses for each baddie.  And combat last only as long as those hour glasses do.  So, if you take some of that sand out of the hour glass, it stands to reason combat will go quicker.  

I haven&#039;t play-tested this theory yet, mind you.  But it seems logical enough to me.  And the system presented above seems to me to be one of the best ideas I&#039;ve heard to incorporate that theory into.

I also wonder what input anyone would have for the DM side.  To me, only running this system on the monsters inherently unbalances combat.  Meaning, if the PCs still take regular hit point damage, then combat is nothing more than a battle of attrition the DM will never win.  While I understand it isn&#039;t about the DM &quot;winning&quot; the battle, if there is no threat by the monsters (e.g. if the PCs will inherently win every encounter), then there&#039;s really no point to even having combat in the first place.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9006&#039;,&#039;Spitfire665&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>To those concerned that this is &#8220;still a hp system,&#8221; I think that&#8217;s the point.  My group and I have come to realize that, in 4E DnD, somehow combat is taking longer than it used to in previous editions.  The best reason I can surmise is it&#8217;s a flaw in the system, itself.  When I take stock of the actions around the table, no one really takes any longer than they should to resolve their turn (2 minutes on average). </p>
<p>What occurred to me was that, in order to balance out the overpowered PCs, WotC just lumped a ton of hit points on the monsters.  In essence, if you think about it, hit points are just little hour glasses for each baddie.  And combat last only as long as those hour glasses do.  So, if you take some of that sand out of the hour glass, it stands to reason combat will go quicker.  </p>
<p>I haven&#8217;t play-tested this theory yet, mind you.  But it seems logical enough to me.  And the system presented above seems to me to be one of the best ideas I&#8217;ve heard to incorporate that theory into.</p>
<p>I also wonder what input anyone would have for the DM side.  To me, only running this system on the monsters inherently unbalances combat.  Meaning, if the PCs still take regular hit point damage, then combat is nothing more than a battle of attrition the DM will never win.  While I understand it isn&#8217;t about the DM &#8220;winning&#8221; the battle, if there is no threat by the monsters (e.g. if the PCs will inherently win every encounter), then there&#8217;s really no point to even having combat in the first place.
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-01-29</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8752</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-01-29</dc:creator>
		<pubDate>Sat, 30 Jan 2010 01:03:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8752</guid>
		<description>[...] &#8220;10 Good Hits&#8221; An Alternate Hit Point System To Control Combat Pacing And Drama I&#8217;m currently reworking my RPG system in my head. I&#8217;ll be putting things down on paper soon, and this post caught my eye. I considered it, briefly, as a core mechanic for the RPG system, but I dismissed it as being too whimsical for the nature of my game. However, it&#8217;s still a good lesson to take into consideration. If a combat is dragging on and it&#8217;s clear that one side (probably the PCs) is going to win, then allow them to get in a a few &#8220;good hits&#8221; and call it quits by saying the Bad Guy goes down. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8752&#039;,&#039;Ravenous Role Playing &raquo; Blog Archive &raquo; Friday Five: 2010-01-29&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] &#8220;10 Good Hits&#8221; An Alternate Hit Point System To Control Combat Pacing And Drama I&#8217;m currently reworking my RPG system in my head. I&#8217;ll be putting things down on paper soon, and this post caught my eye. I considered it, briefly, as a core mechanic for the RPG system, but I dismissed it as being too whimsical for the nature of my game. However, it&#8217;s still a good lesson to take into consideration. If a combat is dragging on and it&#8217;s clear that one side (probably the PCs) is going to win, then allow them to get in a a few &#8220;good hits&#8221; and call it quits by saying the Bad Guy goes down. [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8752','Ravenous Role Playing &amp;raquo; Blog Archive &amp;raquo; Friday Five: 2010-01-29'); return false;">Reply</a> </div>
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		<title>By: Airk</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8749</link>
		<dc:creator>Airk</dc:creator>
		<pubDate>Fri, 29 Jan 2010 16:20:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8749</guid>
		<description>This idea sounds good on the surface, but really if you try to codify it, it&#039;s just like having hitpoints, only less granular.  (Which is not necessarily better).

What makes this idea _work_ is the fudging factor - the &quot;Okay, that big whammy that you poured all your oomph into actually counts as 5 &quot;hits&quot;, whereas that nimble little octopus who&#039;s been stabbing 6 times around actually needs to hit TWICE to count as one &quot;hit&quot;&quot;.  Which means that, really, you&#039;re just making it up for dramatic pacing.  Which is fine and good, but you need to admit that that, really, is what you&#039;re doing and that the &quot;hits&quot; are just a vague scale to help you along, and not a &quot;system&quot; that can be codified into rules at all. 

Though if I had to try, what you&#039;re -really- trying to do here is create a system where a given enemy lasts a given amount of time.  So what you _really_ ought to be giving them is &quot;X rounds in which they take sufficient damage&quot;.  It&#039;s up to you, still, how much damage is &quot;enough&quot; to take a round off their life counter, but if the goal is timing, you really should be counting TIME and not some sort of highly fudgable &quot;hits&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8749&#039;,&#039;Airk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This idea sounds good on the surface, but really if you try to codify it, it&#8217;s just like having hitpoints, only less granular.  (Which is not necessarily better).</p>
<p>What makes this idea _work_ is the fudging factor &#8211; the &#8220;Okay, that big whammy that you poured all your oomph into actually counts as 5 &#8220;hits&#8221;, whereas that nimble little octopus who&#8217;s been stabbing 6 times around actually needs to hit TWICE to count as one &#8220;hit&#8221;".  Which means that, really, you&#8217;re just making it up for dramatic pacing.  Which is fine and good, but you need to admit that that, really, is what you&#8217;re doing and that the &#8220;hits&#8221; are just a vague scale to help you along, and not a &#8220;system&#8221; that can be codified into rules at all. </p>
<p>Though if I had to try, what you&#8217;re -really- trying to do here is create a system where a given enemy lasts a given amount of time.  So what you _really_ ought to be giving them is &#8220;X rounds in which they take sufficient damage&#8221;.  It&#8217;s up to you, still, how much damage is &#8220;enough&#8221; to take a round off their life counter, but if the goal is timing, you really should be counting TIME and not some sort of highly fudgable &#8220;hits&#8221;.
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		<title>By: Target</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8728</link>
		<dc:creator>Target</dc:creator>
		<pubDate>Wed, 27 Jan 2010 16:33:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8728</guid>
		<description>You could always set the boss up for 30 hits where one good octupus hit is equal to 1 hit and one good charging rhino is worth 3 hits.  

This isn&#039;t a mechanic that has to have hard and fast rules applicable to every group and every system.  It strikes me as a pacing control mechanic that can be easily adapted to each group and system.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8728&#039;,&#039;Target&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You could always set the boss up for 30 hits where one good octupus hit is equal to 1 hit and one good charging rhino is worth 3 hits.  </p>
<p>This isn&#8217;t a mechanic that has to have hard and fast rules applicable to every group and every system.  It strikes me as a pacing control mechanic that can be easily adapted to each group and system.
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		<title>By: Nephlm</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8727</link>
		<dc:creator>Nephlm</dc:creator>
		<pubDate>Wed, 27 Jan 2010 16:18:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8727</guid>
		<description>I like this system and I use something very similar for my most recent homebrew, however I&#039;m not sure it can just be dropped in any system.  

As the last few commenters pointed out this system favors the two weapon agile fighter over the one big hit bruiser.  It also devalues damage buffs in general.

This works best with a system where whatever you do you only apply damage once per round and were most of the minor damage buffs have been removed and major ones have bee converted to counts as +1 good hit.

Some of that can be saved by having wound levels (&quot;every 5 points counts as a good hit&quot;), but then your back to a hp system without any of the advantages of character specificity or speed and timing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8727&#039;,&#039;Nephlm&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like this system and I use something very similar for my most recent homebrew, however I&#8217;m not sure it can just be dropped in any system.  </p>
<p>As the last few commenters pointed out this system favors the two weapon agile fighter over the one big hit bruiser.  It also devalues damage buffs in general.</p>
<p>This works best with a system where whatever you do you only apply damage once per round and were most of the minor damage buffs have been removed and major ones have bee converted to counts as +1 good hit.</p>
<p>Some of that can be saved by having wound levels (&#8220;every 5 points counts as a good hit&#8221;), but then your back to a hp system without any of the advantages of character specificity or speed and timing.
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		<title>By: SwiftFire</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8726</link>
		<dc:creator>SwiftFire</dc:creator>
		<pubDate>Wed, 27 Jan 2010 12:45:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8726</guid>
		<description>This sounds like a pretty fun mechanic! I think it would create a very nice flow in combat. The players could work their way past the minions within a couple rounds and get to the boss in a very dramatic fashion.

My only question,what about pc&#039;s that use weapons with multiple attacks (like a bow) or even a higher level pc with multiple attacks? It might be good to decide to count each individual hit for the smaller enemies, but for the boss count each successful round as a hit. That way players with &quot;deadly octopus style&quot; don&#039;t reduce the boss to a quivering mass within a couple rounds.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8726&#039;,&#039;SwiftFire&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This sounds like a pretty fun mechanic! I think it would create a very nice flow in combat. The players could work their way past the minions within a couple rounds and get to the boss in a very dramatic fashion.</p>
<p>My only question,what about pc&#8217;s that use weapons with multiple attacks (like a bow) or even a higher level pc with multiple attacks? It might be good to decide to count each individual hit for the smaller enemies, but for the boss count each successful round as a hit. That way players with &#8220;deadly octopus style&#8221; don&#8217;t reduce the boss to a quivering mass within a couple rounds.
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		<title>By: Squish</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8722</link>
		<dc:creator>Squish</dc:creator>
		<pubDate>Tue, 26 Jan 2010 23:50:44 +0000</pubDate>
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		<description>I like this a lot in theory anyways, would love to see how it goes in practice. Would status effects, so to speak, do something? Would setting a Zombie on fire, eventually constitute a &quot;hit&quot; so to speak...?

I am so down for trying this on the player end, and hearing how it goes for others. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8722&#039;,&#039;Squish&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like this a lot in theory anyways, would love to see how it goes in practice. Would status effects, so to speak, do something? Would setting a Zombie on fire, eventually constitute a &#8220;hit&#8221; so to speak&#8230;?</p>
<p>I am so down for trying this on the player end, and hearing how it goes for others. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: drow</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8721</link>
		<dc:creator>drow</dc:creator>
		<pubDate>Tue, 26 Jan 2010 23:29:55 +0000</pubDate>
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		<description>so.. don&#039;t worry about abilities which enhance damage in minor but accumulative ways, better to improve accuracy and hit as many times per round as possible.  got it.  we&#039;ll call it &quot;deadly octopus style&quot;  :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8721&#039;,&#039;drow&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>so.. don&#8217;t worry about abilities which enhance damage in minor but accumulative ways, better to improve accuracy and hit as many times per round as possible.  got it.  we&#8217;ll call it &#8220;deadly octopus style&#8221;  <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: unwinder</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8720</link>
		<dc:creator>unwinder</dc:creator>
		<pubDate>Tue, 26 Jan 2010 21:11:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8720</guid>
		<description>I&#039;ve done this a lot of times on the fly. For a significant boss battle, I&#039;ll frequently let his HP run out, and if the fight seemed too insubstantial, I&#039;ll think &quot;OK, three more good hits, and then he&#039;s going down,&quot; or &quot;OK, two more rounds, and then any hit will kill him.&quot;

It also reduces the problem with high-damage characters landing all the killing blows all the time. If you ask me, every character should have a shot at delivering the final blow on a relatively equal basis, and if it would be more dramatic for a certain character to have the final blow, he should get it no matter what.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8720&#039;,&#039;unwinder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve done this a lot of times on the fly. For a significant boss battle, I&#8217;ll frequently let his HP run out, and if the fight seemed too insubstantial, I&#8217;ll think &#8220;OK, three more good hits, and then he&#8217;s going down,&#8221; or &#8220;OK, two more rounds, and then any hit will kill him.&#8221;</p>
<p>It also reduces the problem with high-damage characters landing all the killing blows all the time. If you ask me, every character should have a shot at delivering the final blow on a relatively equal basis, and if it would be more dramatic for a certain character to have the final blow, he should get it no matter what.
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		<title>By: Nifelhein</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8719</link>
		<dc:creator>Nifelhein</dc:creator>
		<pubDate>Tue, 26 Jan 2010 19:34:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8719</guid>
		<description>This sounds like a perfect side system for any a lot of RPG engines, I will probably keep this closehand when GMing my soon to start 4th edition game.

One thing this can help with is the grinding scenarios of many combats, that i haven&#039;t seen yet, but I am already getting ready to counter.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8719&#039;,&#039;Nifelhein&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This sounds like a perfect side system for any a lot of RPG engines, I will probably keep this closehand when GMing my soon to start 4th edition game.</p>
<p>One thing this can help with is the grinding scenarios of many combats, that i haven&#8217;t seen yet, but I am already getting ready to counter.
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		<title>By: Robert</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8718</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Tue, 26 Jan 2010 19:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8718</guid>
		<description>Decipher’s Lord of the Rings had something like this. By the default rules, characters and creatures had a lot of hp divided into many wound levels. To enable the Boromir’s last stand kind of thing, however, they had a 1-hit and 2-hit fodder optional rule.

What you’ve outlined really is a hp system, just at a coarser scale. I believe the newer Chainmail or D&amp;D minis rules did something similar. Dividing hp by 5 or something like that and just counting a hit as 1 instead of rolling damage. It’s been a while since I read those rules, though, and I never did play them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8718&#039;,&#039;Robert&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Decipher’s Lord of the Rings had something like this. By the default rules, characters and creatures had a lot of hp divided into many wound levels. To enable the Boromir’s last stand kind of thing, however, they had a 1-hit and 2-hit fodder optional rule.</p>
<p>What you’ve outlined really is a hp system, just at a coarser scale. I believe the newer Chainmail or D&amp;D minis rules did something similar. Dividing hp by 5 or something like that and just counting a hit as 1 instead of rolling damage. It’s been a while since I read those rules, though, and I never did play them.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8717</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 26 Jan 2010 18:49:21 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-8709&#039; rel=&quot;nofollow&quot;&gt;@Patrigan&lt;/a&gt; - This is definitely a system for less combat focused games. I could see using it in D&amp;D4e in just the situation you describe. The characters did awesome, but the fight might have felt unfulfilling because the uber BBEG went down like a punk. 

&lt;a href=&#039;#comment-8713&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - White wolf was definitely one of the systems I looked at for similarity. It is kind of similar, but not really. WW still has armor rolls and modifiers, from what I remember. Then there is the fact that everything has 7 hit levels. I don&#039;t know how the new W.o.D. works, my friends being old school W.o.D. fans and not wanting to give a game a shot. 

&lt;a href=&#039;#comment-8714&#039; rel=&quot;nofollow&quot;&gt;@snej&lt;/a&gt; - I&#039;m going to have to check those out. Do you know of any quick-starts or basic rules sets so I can check out the rules? I know fate is based off of fudge, but I haven&#039;t heard of PDQ (thought it sounds like it would be up my alley from the 3 minutes research I just did.).

&lt;a href=&#039;#comment-8715&#039; rel=&quot;nofollow&quot;&gt;@Target&lt;/a&gt; - Part of this came from thinking through a new system of damage for the &quot;Huge&quot; enemies system in &lt;a href=&#039;http://www.silvervinegames.com&#039; rel=&quot;nofollow&quot;&gt;Silvervine&lt;/a&gt;. Think Shadow of The Colossus or God of War type fighting. While I&#039;ve run that system with the regular hit point system, it felt different. If I gave the enemy a HUUUUUGE number of hit points, only the tank or magic character were part of the fight. Too few hit points and it went down like a punk. I might be testing this with the next game I run like that.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8717&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8709' rel="nofollow">@Patrigan</a> &#8211; This is definitely a system for less combat focused games. I could see using it in D&amp;D4e in just the situation you describe. The characters did awesome, but the fight might have felt unfulfilling because the uber BBEG went down like a punk. </p>
<p><a href='#comment-8713' rel="nofollow">@Scott Martin</a> &#8211; White wolf was definitely one of the systems I looked at for similarity. It is kind of similar, but not really. WW still has armor rolls and modifiers, from what I remember. Then there is the fact that everything has 7 hit levels. I don&#8217;t know how the new W.o.D. works, my friends being old school W.o.D. fans and not wanting to give a game a shot. </p>
<p><a href='#comment-8714' rel="nofollow">@snej</a> &#8211; I&#8217;m going to have to check those out. Do you know of any quick-starts or basic rules sets so I can check out the rules? I know fate is based off of fudge, but I haven&#8217;t heard of PDQ (thought it sounds like it would be up my alley from the 3 minutes research I just did.).</p>
<p><a href='#comment-8715' rel="nofollow">@Target</a> &#8211; Part of this came from thinking through a new system of damage for the &#8220;Huge&#8221; enemies system in <a href='http://www.silvervinegames.com' rel="nofollow">Silvervine</a>. Think Shadow of The Colossus or God of War type fighting. While I&#8217;ve run that system with the regular hit point system, it felt different. If I gave the enemy a HUUUUUGE number of hit points, only the tank or magic character were part of the fight. Too few hit points and it went down like a punk. I might be testing this with the next game I run like that.
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		<title>By: Target</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8715</link>
		<dc:creator>Target</dc:creator>
		<pubDate>Tue, 26 Jan 2010 17:09:02 +0000</pubDate>
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		<description>This sounds like the 2-hit minions I&#039;d been using.  I&#039;ve never thought about using the concept for more difficult foes, definitely something worth trying.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8715&#039;,&#039;Target&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This sounds like the 2-hit minions I&#8217;d been using.  I&#8217;ve never thought about using the concept for more difficult foes, definitely something worth trying.
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		<title>By: snej</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8714</link>
		<dc:creator>snej</dc:creator>
		<pubDate>Tue, 26 Jan 2010 17:01:01 +0000</pubDate>
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		<description>This sounds pretty similar to the damage mechanics of FATE (e.g. Spirit Of The Century) or PDQ (e.g. Swashbucklers Of The 7 Skies). FATE in particular extends this system to different strengths of hits while keeping a simple series of checkboxes for counting them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8714&#039;,&#039;snej&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This sounds pretty similar to the damage mechanics of FATE (e.g. Spirit Of The Century) or PDQ (e.g. Swashbucklers Of The 7 Skies). FATE in particular extends this system to different strengths of hits while keeping a simple series of checkboxes for counting them.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama/comment-page-1#comment-8713</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 26 Jan 2010 16:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/10-good-hits-an-alternate-hit-point-system-to-control-combat-pacing-and-drama#comment-8713</guid>
		<description>In many ways, this is White Wolf&#039;s system-- since everyone has 7 (or so) damage boxes, any hit that gets through stamina is a good hit, with a greater frequency of multiple damage hits that in your proposal.

I like the idea, and it is inherently scalable... sounds like it&#039;s time for playtesting.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8713&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In many ways, this is White Wolf&#8217;s system&#8211; since everyone has 7 (or so) damage boxes, any hit that gets through stamina is a good hit, with a greater frequency of multiple damage hits that in your proposal.</p>
<p>I like the idea, and it is inherently scalable&#8230; sounds like it&#8217;s time for playtesting.
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