Most definitely!WSmith said:Before this thread is done we need to archive it!![]()

WSmith said:Ideas not posted on my site:
Use those little rock/stone things you find at Arts and Crafts stores. Red are worth 3 hp, white are worth one. take 7 hp of damage and the dm gives you two red stones and one white one. Or better yet used them as a HP indicator. If you have 8 hp, use the Green for 3 and white for one. So in front of your character you have 2 Green and 2 white. Damage is red for 3 and black for 1. So when the damage "indicator" equals the HP indicator, you are at 0 HP. PLUS add another color for subdual and when that meats the dam indi, you are knocked unconscious!
If a cleric casts CLW, you are told not how muc you are healed, but instead given white/green stones back.
I use a similar system that I have developed over the last year. Each player is given a small glass (for two reasons, 1) the clinking of the glass stones in the bowl has a nice sound to it and 2) I can see the hits points a players has easily) that contains stones representing their current hit points. As they take damage, stones are removed from the bowl and placed next to it. As damage is healed, stones are placed back into the bowl. I generally use red stones to represent 1 hit point, green stones to represent 10. If a character goes negative, I add black stones to the bowl.
If people are interested, I'll post the whole system.