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*Dungeons & Dragons
Hit Points as a Ki Force Shield or a Life Force Field
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<blockquote data-quote="Ilbranteloth" data-source="post: 7266410" data-attributes="member: 6778044"><p>I totally get why they try to keep the rules as simple as possible. And despite the fact that I do have a lot of house rules, that's my goal as well. Where we decide we'll use a houserule, I like to use existing mechanics where possible.</p><p></p><p>I was responding specifically to this post:</p><p></p><p></p><p></p><p>The first part is almost exactly how I explain hit points to people, and has been for years. The reason I've always described hit points as skill (other than the hp you have at 1st level) is because you gain hit points as you increase in level. It just makes sense. In general I like the abstract nature of combat and hit points.</p><p></p><p>From "On the flip side..." and the rest of your post, though, the rules don't do that. Especially the bolded parts. At least not mechanically. Instead, we see lots of threads where people recommend that you are better off waiting until somebody is at 0 hp to use your healing magic, instead of when they are at 1 hp.</p><p></p><p>While I have some players that just role-play it the way you describe, others want a rule with a mechanical impact to help with their role-playing. Since that's what my players were looking for, it's easy to come up with a solution. The house-rule has nothing to do with "your skin growing harder," forecefields, etc. It was specifically to address the issue that my players didn't like: RAW is that being reduced to 1 hp is exactly the same as being at 100 hp.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7266410, member: 6778044"] I totally get why they try to keep the rules as simple as possible. And despite the fact that I do have a lot of house rules, that's my goal as well. Where we decide we'll use a houserule, I like to use existing mechanics where possible. I was responding specifically to this post: The first part is almost exactly how I explain hit points to people, and has been for years. The reason I've always described hit points as skill (other than the hp you have at 1st level) is because you gain hit points as you increase in level. It just makes sense. In general I like the abstract nature of combat and hit points. From "On the flip side..." and the rest of your post, though, the rules don't do that. Especially the bolded parts. At least not mechanically. Instead, we see lots of threads where people recommend that you are better off waiting until somebody is at 0 hp to use your healing magic, instead of when they are at 1 hp. While I have some players that just role-play it the way you describe, others want a rule with a mechanical impact to help with their role-playing. Since that's what my players were looking for, it's easy to come up with a solution. The house-rule has nothing to do with "your skin growing harder," forecefields, etc. It was specifically to address the issue that my players didn't like: RAW is that being reduced to 1 hp is exactly the same as being at 100 hp. [/QUOTE]
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Hit Points as a Ki Force Shield or a Life Force Field
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