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L&L 5/21 - Hit Points, Our Old Friend
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<blockquote data-quote="fuindordm" data-source="post: 5916734" data-attributes="member: 5435"><p>I'm pretty happy with these ideas.</p><p></p><p>I didn't like healing surges mainly because the player reserve was so large, their actual HP total was nearly irrelevant. Most monsters would do at least a surge's worth of damage anyway. Playing 4E was like playing with 9 HP at all levels, except that most hits do 1 HP damage and you can only have 4 HP at a time. My HP went up and down so much, they lost all meaning.</p><p></p><p>However, I can see this system working really well. For one thing, your reserve is not fully predictable, which is nice for an atmosphere of risk and danger. For another, your reserve is significantly less than your maximum, so your base HP still have a lot of meaning. The reserve gives you back a trickle of healing, not a huge chunk all at once. Overall, the Hit Die mechanic feels a lot more natural.</p><p></p><p>It would be pretty cool for a gritty game if any hit while bloodied didn't just remove HP, but also took away one HD. Taking a wound doesn't get you into a death spiral, but the wound is harder to heal. This would be very good motivation for players to approach combats with more tactics, favor ambushes, fight defensively where appropriate, and so on. </p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5916734, member: 5435"] I'm pretty happy with these ideas. I didn't like healing surges mainly because the player reserve was so large, their actual HP total was nearly irrelevant. Most monsters would do at least a surge's worth of damage anyway. Playing 4E was like playing with 9 HP at all levels, except that most hits do 1 HP damage and you can only have 4 HP at a time. My HP went up and down so much, they lost all meaning. However, I can see this system working really well. For one thing, your reserve is not fully predictable, which is nice for an atmosphere of risk and danger. For another, your reserve is significantly less than your maximum, so your base HP still have a lot of meaning. The reserve gives you back a trickle of healing, not a huge chunk all at once. Overall, the Hit Die mechanic feels a lot more natural. It would be pretty cool for a gritty game if any hit while bloodied didn't just remove HP, but also took away one HD. Taking a wound doesn't get you into a death spiral, but the wound is harder to heal. This would be very good motivation for players to approach combats with more tactics, favor ambushes, fight defensively where appropriate, and so on. Ben [/QUOTE]
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L&L 5/21 - Hit Points, Our Old Friend
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