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<blockquote data-quote="Mishihari Lord" data-source="post: 6272777" data-attributes="member: 128"><p>I quite like this approach for reasons having nothing to do with the meaning of hit points. </p><p></p><p>I would tweak it for very slow hit point recovery. Natural recovery is 1 hp per night but the PC must make a con check, with a penalty equal to the number of hit points he's down at the moment. Heal spells recover a number of hit dice equal to the level of the spell <u>or</u> allow an immediate check to recover 1 hp with a mod equal to the level of the spell.</p><p></p><p>This maintains the feel of D&D combat - PCs are either full power or down, and the health resource - hit die in this case - can bounce up and down quite a lot during a combat. (I don't like the feel in general, but if I'm playing D&D I want a D&D feel) It also enables "RPGs as war" play. As hit points dwindle over the course of an adventure, each combat has a smaller margin for error and greater risk. Current levels of hit points becomes an important factor in players' decisions about how to handle each encounter. Frex, the party can stomp a group of orcs when their hit points are high or low, but at low hit points a bit of bad luck can result in losing a PC while at high hit points the chance of this is negligible. Thus at high hit points they might fight, while at low hit points they might sneak or parlay.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6272777, member: 128"] I quite like this approach for reasons having nothing to do with the meaning of hit points. I would tweak it for very slow hit point recovery. Natural recovery is 1 hp per night but the PC must make a con check, with a penalty equal to the number of hit points he's down at the moment. Heal spells recover a number of hit dice equal to the level of the spell [U]or[/U] allow an immediate check to recover 1 hp with a mod equal to the level of the spell. This maintains the feel of D&D combat - PCs are either full power or down, and the health resource - hit die in this case - can bounce up and down quite a lot during a combat. (I don't like the feel in general, but if I'm playing D&D I want a D&D feel) It also enables "RPGs as war" play. As hit points dwindle over the course of an adventure, each combat has a smaller margin for error and greater risk. Current levels of hit points becomes an important factor in players' decisions about how to handle each encounter. Frex, the party can stomp a group of orcs when their hit points are high or low, but at low hit points a bit of bad luck can result in losing a PC while at high hit points the chance of this is negligible. Thus at high hit points they might fight, while at low hit points they might sneak or parlay. [/QUOTE]
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