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*TTRPGs General
Hit points as Action point currency?
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<blockquote data-quote="Yesway Jose" data-source="post: 5634380" data-attributes="member: 6679265"><p>Can hit points be used as currency to fuel martial and magic exploits, like Action Points?</p><p> </p><p>Hit points have been fluffed as a combo of wounds, stamina, luck, destiny and morale (so much so that "hit points" and "bloodied" are a misnomer IMO and would prefer life points and half-life).</p><p> </p><p>You'd think that stamina and morale is a reserve that you could draw upon in time of great need, yet hit points remain a passive thing only deducted when "hit".</p><p> </p><p>Assuming at-will powers represent your baseline ability in combat, then instead of or in combination with 1/encounter or 1/day limitations to represent a cap, how about deducting hit points to recharge a power or replicate action points?</p><p> </p><p>It's not a gamist only function. There is no combat fatigue mechanic in D&D and this would sort of simulate that. I think it's realistic to deduct hit points (ie stamina) to fuel a powerful left hook but then be winded more (ie., less hit points) making you more vulnerable to a knockout.</p><p> </p><p>It's even biologically accurate. Apparently, animals instinctively make a cost-benefit analysis all the time -- it gets x calories if it catches that prey, but if it'll cost more calories to run it down from here, then nah, it'll continue to nap in the sun and wait for a better moment. Similarly, a fighter wouldn't deduct 10 hit points for a chance to inflict an extra 10 damage, but he might deduct 10 hit points of stamina at a critical moment in battle, or a wizard might expend 10 hits points of morale to bolster that fireball.</p><p> </p><p>Yes, it makes combat more swingy, but I think that's a pro, not a con, to have fast and furious combat.</p><p> </p><p>You could even expand hit points as hero point currency for rituals in combo or instead of gold pieces -- thus a character could cast a ritual and be tired and vulnerable, and a low-level cultist could actually kill himself to cast a mid-level ritual.</p><p> </p><p>I wondered about situational hit points before, but it didn't seem to catch on</p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/308612-how-about-situational-hit-points.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/308612-how-about-situational-hit-points.html</a></p><p> </p><p>I still fantasize that hit points could be more dynamic than they are now.</p></blockquote><p></p>
[QUOTE="Yesway Jose, post: 5634380, member: 6679265"] Can hit points be used as currency to fuel martial and magic exploits, like Action Points? Hit points have been fluffed as a combo of wounds, stamina, luck, destiny and morale (so much so that "hit points" and "bloodied" are a misnomer IMO and would prefer life points and half-life). You'd think that stamina and morale is a reserve that you could draw upon in time of great need, yet hit points remain a passive thing only deducted when "hit". Assuming at-will powers represent your baseline ability in combat, then instead of or in combination with 1/encounter or 1/day limitations to represent a cap, how about deducting hit points to recharge a power or replicate action points? It's not a gamist only function. There is no combat fatigue mechanic in D&D and this would sort of simulate that. I think it's realistic to deduct hit points (ie stamina) to fuel a powerful left hook but then be winded more (ie., less hit points) making you more vulnerable to a knockout. It's even biologically accurate. Apparently, animals instinctively make a cost-benefit analysis all the time -- it gets x calories if it catches that prey, but if it'll cost more calories to run it down from here, then nah, it'll continue to nap in the sun and wait for a better moment. Similarly, a fighter wouldn't deduct 10 hit points for a chance to inflict an extra 10 damage, but he might deduct 10 hit points of stamina at a critical moment in battle, or a wizard might expend 10 hits points of morale to bolster that fireball. Yes, it makes combat more swingy, but I think that's a pro, not a con, to have fast and furious combat. You could even expand hit points as hero point currency for rituals in combo or instead of gold pieces -- thus a character could cast a ritual and be tired and vulnerable, and a low-level cultist could actually kill himself to cast a mid-level ritual. I wondered about situational hit points before, but it didn't seem to catch on [URL]http://www.enworld.org/forum/general-rpg-discussion/308612-how-about-situational-hit-points.html[/URL] I still fantasize that hit points could be more dynamic than they are now. [/QUOTE]
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