Andrew:
That's the EXACT definition of scaling with hit points. It does 300 when you have 600; 500 when you have 1000; or 5 when you have 10. It doesn't do a set amount; it does an amount that changes based on your hit points.
And I agree that hit points are a bookkeeping abstraction, but that's irrelevant to the issue of scaling damage dealt to max hit points.
Systems that don't use hit points:
--Hero System
--Storyteller
--original Legend of the Five Rings, and others which use the same 'exploding d10' system
--Shadowrun
Most of these also have wound levels, which apply penalties of one sort or another. I played a fair bit of Shadowrun, and GM'd it some as well...and let me tell you, designing a combat in Shadowrun was *hard* because of the way penalties worked. A character with moderate wounds, lost a LOT of effectiveness...or, conversely, if the party got in the first licks, the fight might become very easy, very quickly. A good GM can pull this off, but it's not something to leave to the whims of a random number generator. Building a dungeon crawl based on this would give something *seriously* different.
Actually, if you want games that don't use hit points per se: many first person shooters. These games are all about reflexes, and resource management...you've only got so many healing potions and top-notch ammo.
Losing 50% of your hit points doesn't scale with your hit points. It is always 50% of your hit points regardless of how many hit points you have.
And I agree that hit points are a bookkeeping abstraction, but that's irrelevant to the issue of scaling damage dealt to max hit points.
Systems that don't use hit points:
--Hero System
--Storyteller
--original Legend of the Five Rings, and others which use the same 'exploding d10' system
--Shadowrun
Most of these also have wound levels, which apply penalties of one sort or another. I played a fair bit of Shadowrun, and GM'd it some as well...and let me tell you, designing a combat in Shadowrun was *hard* because of the way penalties worked. A character with moderate wounds, lost a LOT of effectiveness...or, conversely, if the party got in the first licks, the fight might become very easy, very quickly. A good GM can pull this off, but it's not something to leave to the whims of a random number generator. Building a dungeon crawl based on this would give something *seriously* different.
Actually, if you want games that don't use hit points per se: many first person shooters. These games are all about reflexes, and resource management...you've only got so many healing potions and top-notch ammo.
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