CapnZapp
Legend
Personally I love "gimmick points" in systems designed for them, but I don't like to have them in games that already have buffers and checks to limit character death.
Clear examples:
Warhammer FRP: with a system designed to be deadly, where you basically can soak only one solid hit, Fate Points have been there from the very first edition and feel very appropriate.
D&D games: with levels and hit points you already have mechanisms in play designed to control and limit sudden character death, especially in more modern iterations where save or die is not a major issue any longer.
In simpler terms: since the risk of a D&D character dying once off the lowest levels is slimmer and slimmer, I really don't want to reduce that feeling of danger and excitement even more.
If you practically can't die, stakes are lower, and the game loses an edge as a result.
Clear examples:
Warhammer FRP: with a system designed to be deadly, where you basically can soak only one solid hit, Fate Points have been there from the very first edition and feel very appropriate.
D&D games: with levels and hit points you already have mechanisms in play designed to control and limit sudden character death, especially in more modern iterations where save or die is not a major issue any longer.
In simpler terms: since the risk of a D&D character dying once off the lowest levels is slimmer and slimmer, I really don't want to reduce that feeling of danger and excitement even more.
If you practically can't die, stakes are lower, and the game loses an edge as a result.