Garthanos
Arcadian Knight
the above barely qualifies as house rule...Hit Points as a Power
The player should in cooperation with the DM. describe how each attack against their character is minimized by luck and energy and skill!
How did your hero minimize falling down the cliff side... did the old hay bail at the bottom break the fall.. did you grab roots and tubers on the way down... showing off your agility... did you bounce back and forth a lot on the edge taking more of the hit on armor than one might expect...luck can intervene in some unusal way or whatever ie let the player visualize it. Hit points as a power means letting the PC be awesome even when loosing hit points. Hit points as a power means a narrow miss for lucky heros, hitpoints as a power means a visual scratch or inconsequential wound for the tough hero.

If you noticed some of the above indeed sounds like suceeding on a saving throw? Well character luck and resolve/energy has indeed always been described as one of the components of hit points and those seem to be what you use to make that save! This rule demonstrates and tightens that connection. Effectively Hit points/Healing Surges and Saving throw overlap, I am thinking hit points ought to have a conversion between them and saving throws ... There are certain effects that really shouldn't happen except to a hero who is completely "out of their luck" and or out of energy, ie out of hit points. Forced movement into the bottomless pit is one such situation... there are probably other save or die situations lingering yet.
The above rule is also symmetric with my favorite house rule wound system which allows a player to choose fpr their character to take a wound and so incurring a ongoing impairing effect in place of losing/expending hit points when damaged by an attack.Hit Points as Luck
A player may spend a healing surge (or a healing surge worth of hit points) to re-roll a failed saving throw or in some cases (at DM's discretion autosave) a saving throw or to prevent complete incapacitation from a spell or power, for instance when they have no one to guard their incapacitated self. Not every save or situation qualifies but for a save who's failure would result in an effective instant death it seems allowing a auto save is reasonable for less absolute situations it could still be reasonable to allow a re-roll.
For NPC's and Solos, in some cases fully customized resistances might be the coolest thing to do but a generic rule does have an ease of implementation.Hitpoints as Energy and resolve
the same hitpoints or healing surges we spend on staving off death might be used to allow re-use of a power. This latter might limited to making a power reliable? or something of that sort or it might be only once per encounter. To some degree the balance of this option depends on how much of a precious commodity healing surges are in your game and whether they are likely to induce the 15minute game day phenomena, some players find they almost never run out others are on the edge.
Although it seems just as reasonable to introduce other damage types, for some of these... ie being hit by the sleep spell even if it doesn't knock you out leaves you more vulnerable to going unconscious by some other effect, see http://www.enworld.org/forum/4e-fan...ation-transformation-attacks.html#post4785496Solo Incapacitation Resistance.
The DM may consider using hit point expenditure to justify a save re-roll (or perhaps an autosave against effects a monster is resistant to) in a similar manner for some Monsters as heros above, specifically "solos" who may be mob incapacitated by multiple on going effects of larger groups of pc's. Limiting this to multiple effects after the first. This will increase the challenge created by those monsters to better match expectations.
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