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<blockquote data-quote="Haltherrion" data-source="post: 1542549" data-attributes="member: 18253"><p>I'm concerned that without some limits, the HP use can get bogus. And I think it is important to try our best to tune this before play as much as possible to minimize the chance that a player gets penalized for favoring HP in the draft because if HP doesn't work out, it will be dropped.</p><p> </p><p>There are various limits I was considering but none apply to 'defensive' use of HP (like saving throws and nearly all skill use; some skill use is offensive, like combat feints but probably not worth counting those as attacks):</p><p> </p><ol> <li data-xf-list-type="ol">Already there is the limit of one NPC can only have HP used against him once per round.</li> <li data-xf-list-type="ol">We could add the additional cost that it gets more expensive for a PC to use HPs for attacks in the round following one where that same PC used HPs for an attack (I kind of like this myself)</li> <li data-xf-list-type="ol">We could add the additional cost that anyone using HPs for an attack in the same (or following?) round that any PC used HPs for an attack pays double</li> </ol><p>I like #1 and think we should keep it. I kind of like #2 but I'm not too keen on #3 since PCs start interfering too much with each other's actions.</p><p> </p><p>Also, I do want to keep the ability to expend boat-loads of HP and load up your to-hit, your critical and your damage die. I think that would be a good use and honestly, most players will save a few HP for the saves they really need to make and the rest for the 'killer strike' I would guess except in the case where someone has a large amount of HPs due to the cards.</p><p> </p><p>BTW don't let me forget but I need to add the ability to use HP to improve your initiative. Sometimes, it really matters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Haltherrion, post: 1542549, member: 18253"] I'm concerned that without some limits, the HP use can get bogus. And I think it is important to try our best to tune this before play as much as possible to minimize the chance that a player gets penalized for favoring HP in the draft because if HP doesn't work out, it will be dropped. There are various limits I was considering but none apply to 'defensive' use of HP (like saving throws and nearly all skill use; some skill use is offensive, like combat feints but probably not worth counting those as attacks): [list=1] [*]Already there is the limit of one NPC can only have HP used against him once per round. [*]We could add the additional cost that it gets more expensive for a PC to use HPs for attacks in the round following one where that same PC used HPs for an attack (I kind of like this myself) [*]We could add the additional cost that anyone using HPs for an attack in the same (or following?) round that any PC used HPs for an attack pays double [/list]I like #1 and think we should keep it. I kind of like #2 but I'm not too keen on #3 since PCs start interfering too much with each other's actions. Also, I do want to keep the ability to expend boat-loads of HP and load up your to-hit, your critical and your damage die. I think that would be a good use and honestly, most players will save a few HP for the saves they really need to make and the rest for the 'killer strike' I would guess except in the case where someone has a large amount of HPs due to the cards. BTW don't let me forget but I need to add the ability to use HP to improve your initiative. Sometimes, it really matters :D [/QUOTE]
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