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<blockquote data-quote="batrok" data-source="post: 5774821" data-attributes="member: 61418"><p>A Hit Point/Injury system similar to A Song of Ice and Fire RPG.</p><p></p><p>Basically here the idea is that Hit Point are a measure of your ability to evade being hit even if your opponent's attack is successful.</p><p>So if your opponent hits, you have the choice between spending Hit points to make a last second parry or making your shield/Armor absorb the impact, or you choose to not spend Hit Points and the hit definitely connects and you have to take an injury which translate in a penalty or negative condition.</p><p></p><p>Of course the real problems start when you don't have enough Hit Points left to compensate your opponent's hit, so it's not so rare that you have to take an injury early in order to avoid your Hit Points pool being dangerously depleted.</p><p></p><p>it's truly a very elegant system and it allows the players to narrate in very cool way the means by which they dodge and parry the powerful blows of their adversary.</p><p></p><p>I've tried it with high level PCs in a house ruled version of 3ed and all my players truly had a blast with it.</p></blockquote><p></p>
[QUOTE="batrok, post: 5774821, member: 61418"] A Hit Point/Injury system similar to A Song of Ice and Fire RPG. Basically here the idea is that Hit Point are a measure of your ability to evade being hit even if your opponent's attack is successful. So if your opponent hits, you have the choice between spending Hit points to make a last second parry or making your shield/Armor absorb the impact, or you choose to not spend Hit Points and the hit definitely connects and you have to take an injury which translate in a penalty or negative condition. Of course the real problems start when you don't have enough Hit Points left to compensate your opponent's hit, so it's not so rare that you have to take an injury early in order to avoid your Hit Points pool being dangerously depleted. it's truly a very elegant system and it allows the players to narrate in very cool way the means by which they dodge and parry the powerful blows of their adversary. I've tried it with high level PCs in a house ruled version of 3ed and all my players truly had a blast with it. [/QUOTE]
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