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*Dungeons & Dragons
A New Way to HP
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<blockquote data-quote="Ashkelon" data-source="post: 6273111" data-attributes="member: 6774887"><p>Well clearly you don't understand some of the nuances of this system.</p><p></p><p>1. Short rests take 1 hour to complete. You are not able to take them after every single fight. This means that you will rare go into an encounter with all of your remaining HD. You will some every fight until you reach a point where it is safer to retreat and find a place to rest, meaning you are definitely not 'charging in without thought and without nasty consequences.'</p><p></p><p>2. Sometimes you roll low on your HD, it is an inevitability of chance. This means that you take HP damage. So over the course of one day, or many days, your HP will be whittled away. This makes it very dangerous to charge in when your HP are low, even if you have all your HD. Since you start dying as soon as your HP are at 0, you can technically die with all of your HD unspent.</p><p></p><p>3. Just because you have a large pool of HD that refresh with an hour of rest, doesn't you are unkillable. In fact it is quite the opposite. Because HD have to be spent per attack instead of being lumped up into a big pool of HP, my version makes PCs less capable of dealing with certain threats than the current method. A group of 10 goblins that each deal 1d6+1 damage would be more of a challenge for a level 10 fighter with my idea than against a level 10 fighter with a flat 100 HP.</p><p></p><p>All my suggestion does is allow a group who wants to have 10 encounters per day to be able to do so without requiring magical potions, wands, or healers. You still have to be smart about how you face each of those encounters because your HP recovers so slowly, so avoiding taking HP damage whenever possible is key to survival. Rushing in headlong with no thought to the consequences means you are far more likely to die if you use my idea than if you use the current 5e rules.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6273111, member: 6774887"] Well clearly you don't understand some of the nuances of this system. 1. Short rests take 1 hour to complete. You are not able to take them after every single fight. This means that you will rare go into an encounter with all of your remaining HD. You will some every fight until you reach a point where it is safer to retreat and find a place to rest, meaning you are definitely not 'charging in without thought and without nasty consequences.' 2. Sometimes you roll low on your HD, it is an inevitability of chance. This means that you take HP damage. So over the course of one day, or many days, your HP will be whittled away. This makes it very dangerous to charge in when your HP are low, even if you have all your HD. Since you start dying as soon as your HP are at 0, you can technically die with all of your HD unspent. 3. Just because you have a large pool of HD that refresh with an hour of rest, doesn't you are unkillable. In fact it is quite the opposite. Because HD have to be spent per attack instead of being lumped up into a big pool of HP, my version makes PCs less capable of dealing with certain threats than the current method. A group of 10 goblins that each deal 1d6+1 damage would be more of a challenge for a level 10 fighter with my idea than against a level 10 fighter with a flat 100 HP. All my suggestion does is allow a group who wants to have 10 encounters per day to be able to do so without requiring magical potions, wands, or healers. You still have to be smart about how you face each of those encounters because your HP recovers so slowly, so avoiding taking HP damage whenever possible is key to survival. Rushing in headlong with no thought to the consequences means you are far more likely to die if you use my idea than if you use the current 5e rules. [/QUOTE]
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