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General Tabletop Discussion
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Hit Points as a Spendable Resource (Feels bad even for non-meat HP?)
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<blockquote data-quote="Voadam" data-source="post: 8864937" data-attributes="member: 2209"><p>It can be useful to have a separate mechanic for expendable resources other than hit points to keep you alive.</p><p></p><p>A paladin expending their magic to charge up their swords should still be good at fighting and tanking even if they can't do more magic.</p><p></p><p>From a game design perspective, it is good to have hit point reserves to keep characters alive. Keeping that separate from resources to actively do things (powerful martial maneuvers, magic, action point type things for advantage on skills or saving throws) can make sense.</p><p></p><p>It can be OK to go the other way, and tie magic to hp exhaustion for example which will keep casters weaker, but it has an effect on survivability tradeoffs for powers.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8864937, member: 2209"] It can be useful to have a separate mechanic for expendable resources other than hit points to keep you alive. A paladin expending their magic to charge up their swords should still be good at fighting and tanking even if they can't do more magic. From a game design perspective, it is good to have hit point reserves to keep characters alive. Keeping that separate from resources to actively do things (powerful martial maneuvers, magic, action point type things for advantage on skills or saving throws) can make sense. It can be OK to go the other way, and tie magic to hp exhaustion for example which will keep casters weaker, but it has an effect on survivability tradeoffs for powers. [/QUOTE]
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Hit Points as a Spendable Resource (Feels bad even for non-meat HP?)
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