What about it makes it untenable for you?I would loathe this. I would rather not play at all than play this way.
Not trying to stop anyone who likes the idea from trying it. Just throwing in my thoughts because the OP asked for reactions.
What about it makes it untenable for you?I would loathe this. I would rather not play at all than play this way.
Not trying to stop anyone who likes the idea from trying it. Just throwing in my thoughts because the OP asked for reactions.
I had not considered the idea of folks just retiring to avoid their ultimate fate. That feels like cheating?
How do you imagine this system could be exploited?To a certain extent, it will also fall on the players not to abuse the system so blatantly and cooperate to create the fiction and gameplay that will benefit the table as a whole. Any TRPG system can be exploited and abused because it's all humans interacting and negotiating with each other, based on slightly different interpretations of the rules between each other.
What's your IC justification that a 20th level hero can last 20 rounds in the acid pool but 1st level ones only last one round? I'd use that same justification.
As is, the 20th level character can swim for 19 rounds EVERY DAY with no ill effects. They just need a good nap between acid baths.
I'm not sure this thought experiment is any less 'realistic' than the current hit point system.
I feel such a thought experiment would be gamed, much like the rest mechanism is gamed into the 5 minutes advernturing day.
It would be all the more gamed that I feel most people are awful at planning and wouldn't start to worry about HP as long as they have say, 10% of their initial allotment.
Your 1st level character would become reckless. "I behead the king and claim the crown, and if any guard in the throneroom says anything, I'll kill them all". Hey, I am 500 HP left.
You'd stil need the "ko" mechanics you alluded to, and that removes the interest of having HP as plot armor as a replacement mechanics. It would be an additional mechanics, that wouldn't provide a lot of added benefit except ensuring campaigns are effectively capped a the level affordable according to the HP budget.
Overall the rule could work very well for some tables looking for more narratively compelling journeys where the stakes are higher for high-level characters, like the lower HP pools also signal that their character arcs coming to a close.
Isn't this essentially WHFRP's Fate Points?I wonder if, instead of a large, hard-to-conceive-of number, you could, say, go with a game statistic. Call it Fate, call it kismet, call it "plot armour", call it whatever you like.
Each player character begins with a certain amount of Fate; in honour of cats, let's say 8, so that you have "nine lives" - your starting "life" plus eight more from your Fate. But you could make the number as big or as small as you like.
When a player character reaches 0 hit points, they don't go through the death saves business while unconscious. Instead, they lose 1 Fate and are restored immediately to full hit points.
If a player character reaches 0 hit points while they have 0 Fate, that's it: they die.
Not that poster but the loss of healing, punitive nature of melee vs ranged (which is favored enough), punishing martial characters who trade blows more than casters, altering a fundamental part of the class power budget... the list goes on.What about it makes it untenable for you?