Obviously not everyone likes it, but "bypassing the hit point system" is to the point of things that do that in old D&D -- not some kind of accident.
Ditto making hit point 'spending' automatic; dealing with gruesome consequences (and record-keeping and rules-applying) of actually getting a perforated gut is avoided on purpose by simply docking 1-6 points per potential impalement.
Different strokes, of course; one might really in the long run prefer something else.
The trick with "How Much For That Grievous Wound in the Window?" is in scaling. If death costs, say, 4 points (analogous to Normal Men with 1d6) ... then how often do you really want to risk "fates worse than death" (whatever those might be). How really "live" is the choice between 50 HP and 25 conditions? It might take a lot of trial and error to get a setup in which The Price is Right.
So, the usual answer (from what I've seen) is to base cost not on actual effect but on probability of suffering the effect -- the chance "to hit" or some such. That might not work so well if variation in that factor is too homogenized (although players would still tend to spend more often to avoid consequences considered worth more).
Champions, however, does quite a bit with (usually set) defensive values versus rolled damage/effect values. One might (or might not) find it worthwhile to hybridize that with point-spending somehow, if building a new system.
The HP scale in 4E might be better suited to Alex319's approach than those in older D&Ds.
The original edition of D&D offered dice-worth of hit points as the "Alternative Combat System" to Chainmail's small numbers (usually dice-pool). That became the "Standard" system because people near-unanimously preferred it.
Ditto making hit point 'spending' automatic; dealing with gruesome consequences (and record-keeping and rules-applying) of actually getting a perforated gut is avoided on purpose by simply docking 1-6 points per potential impalement.
Different strokes, of course; one might really in the long run prefer something else.
The trick with "How Much For That Grievous Wound in the Window?" is in scaling. If death costs, say, 4 points (analogous to Normal Men with 1d6) ... then how often do you really want to risk "fates worse than death" (whatever those might be). How really "live" is the choice between 50 HP and 25 conditions? It might take a lot of trial and error to get a setup in which The Price is Right.
So, the usual answer (from what I've seen) is to base cost not on actual effect but on probability of suffering the effect -- the chance "to hit" or some such. That might not work so well if variation in that factor is too homogenized (although players would still tend to spend more often to avoid consequences considered worth more).
Champions, however, does quite a bit with (usually set) defensive values versus rolled damage/effect values. One might (or might not) find it worthwhile to hybridize that with point-spending somehow, if building a new system.
The HP scale in 4E might be better suited to Alex319's approach than those in older D&Ds.
Yep. There's nothing special about your method to warrant your claim for it. Doesn't mean your game's not nifty -- but so were (at least to their creators) the however many dozens before it with a similar system.1Mac said:Managing dozens of "hit units," by any name, requires more bookkeeping than managing fewer than ten.
The original edition of D&D offered dice-worth of hit points as the "Alternative Combat System" to Chainmail's small numbers (usually dice-pool). That became the "Standard" system because people near-unanimously preferred it.
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