or horrific. depends on the energy.There's a flipside to that. Getting a crit on the enemy just to realize that the enemy didn't notice is a bit of a buzzkill.
…unless you take Psychic damage.Easy to keep track off and doesn't hurt the brain.
I've tried to swap HP out with "why didn't I die points".They are a decent abstract way of measuring injuries. The bloat found in many games is the biggest issue I have with them. I'm not a huge fan of games where someone can get stabbed 145 times with a sword and still be perfectly fine, kinda doesn't line up with reality at all.
That is how I tend to view hit points in the first place. It’s an elaborate version of the classic « pow! pow! You’re dead! », « Nuh-uh, I dodged it! »I've tried to swap HP out with "why didn't I die points".
As an example, take D&D and replace HP with HD. Whenever you take damage, you roll your HD until it beats the damage. Maybe you have to attach an attribute to the roll (why you didn't die), with some limit on how often you can use a given attribute per turn?
So if you want to just soak the blow with your pecs/armor, you'd add Constitution. If you wanted to dodge it, Dexterity. Block or Parry? Strength. Plan it so the blow misses? Intelligence. Trick the enemy into missing? Charisma. See the attack coming? Wisdom.
It does make damage resolution take a bit longer. But it generates a narrative. And if you limit each stat to being used once per turn, it even generates a varied narrative.
Agreed there. That's why I have always -- since the late-'80s -- incorporated a house rule to add the mathematical possibility of unlimited damage.There's a flipside to that. Getting a crit on the enemy just to realize that the enemy didn't notice is a bit of a buzzkill.