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Community
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Hit dice used in ways other than to bolster hit points
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<blockquote data-quote="The Crimson Binome" data-source="post: 7541874" data-attributes="member: 6775031"><p>I would be extremely leery of anything like this, based on the role that hit dice currently play in the game.</p><p></p><p>As it stands, hit dice give you a second chance, in case something goes horribly wrong. In the off-chance that you get in over your head, and take massive amounts of damage, your hit dice are there to prevent the game from coming to a screeching halt as the party is forced to call it quits because you can't risk another fight. No matter how badly you mess up, as long as you can take a short rest, you'll be back on your feet. Hit dice don't do anything else, can't be used for anything other than your own personal recovery, and don't rely on anyone else to make them work. Even if the cleric critically mis-manages their spell slots, you'll still be fine after a short rest.</p><p></p><p>Giving a player the opportunity to gamble away their safety net, whenever they feel like it, means you're much more likely to wind up with one character that has low HP and can't risk moving forward.</p><p></p><p>Not to mention, since enemies also have Hit Dice, their efforts will counter your efforts such that everyone rolls more dice and end up right back where you started. It adds a lot of complexity, without really changing anything (except sabotaging the safety net).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7541874, member: 6775031"] I would be extremely leery of anything like this, based on the role that hit dice currently play in the game. As it stands, hit dice give you a second chance, in case something goes horribly wrong. In the off-chance that you get in over your head, and take massive amounts of damage, your hit dice are there to prevent the game from coming to a screeching halt as the party is forced to call it quits because you can't risk another fight. No matter how badly you mess up, as long as you can take a short rest, you'll be back on your feet. Hit dice don't do anything else, can't be used for anything other than your own personal recovery, and don't rely on anyone else to make them work. Even if the cleric critically mis-manages their spell slots, you'll still be fine after a short rest. Giving a player the opportunity to gamble away their safety net, whenever they feel like it, means you're much more likely to wind up with one character that has low HP and can't risk moving forward. Not to mention, since enemies also have Hit Dice, their efforts will counter your efforts such that everyone rolls more dice and end up right back where you started. It adds a lot of complexity, without really changing anything (except sabotaging the safety net). [/QUOTE]
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Hit dice used in ways other than to bolster hit points
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