Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Hit points as Action point currency?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5634688" data-attributes="member: 4937"><p>However you implemented it, you'd still have the problem that you were rewarding glass cannon tactics. </p><p></p><p>Think of it in terms of a game of MtG. We have a fight between two characters who have 20 hit points. To simply, each has a power that says, "Sacrifice X hit points; Do X Damage." MtG actually has a card that works out very close to that. It's called 'Channel'. </p><p></p><p>How does this fight play out? Well, the first player to gain a life advantage on the other - that is the first person to hit for Y damage - can activate his power to deal X = 20 - Y damage and automaticly win. So the fight comes down to 'who hits first'. This is very much how the Channel+Fireball combo works, except that at least in MtG there were probabilities at play before you could put the combo together (you had to have mana, and channel, and fireball or equivalent, and have a life lead once you did that). Even so, it wasn't very fun in MtG either. </p><p></p><p>Even if we make the power more balanced like, "Before your attack, sacrifice X hit ponits; If the attach succeeds, do X damage.", the dynamics of the fight don't change much. If you work out the logic, it still ends up being the same swingy fight. If you attack and activate your power, the logic works the same. If you attack and don't activate your power, and miss, then you aren't better off, since you can still lose if your opponent activates his power and hits. If you attack and don't activate your power and hit, you are better off but you are not as well as you would have been had you activated your power (you still haven't won). The only advantageous position to not activate the power is to attack and miss, and then have your opponent attack and miss. But really, this results in a game state exactly the same as the former less balanced power. Since if you don't activate your power, you are gambling that your opponent will miss his attack you are gambling whether you choose to or choose not to activate the powerl; most players will take the active route and gamble on themselves.</p><p></p><p>In short, it will be very hard to balance this sort of thing. Hit points are a marker of who is winning the battle. Trading hit points for a faster win is just that - faster. But what faster also means in this case is: a) fewer decision points where tactical choices could influence the outcome and b) fewer dice rolls so singular lucky and unlucky rolls are more influential in the outcome.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5634688, member: 4937"] However you implemented it, you'd still have the problem that you were rewarding glass cannon tactics. Think of it in terms of a game of MtG. We have a fight between two characters who have 20 hit points. To simply, each has a power that says, "Sacrifice X hit points; Do X Damage." MtG actually has a card that works out very close to that. It's called 'Channel'. How does this fight play out? Well, the first player to gain a life advantage on the other - that is the first person to hit for Y damage - can activate his power to deal X = 20 - Y damage and automaticly win. So the fight comes down to 'who hits first'. This is very much how the Channel+Fireball combo works, except that at least in MtG there were probabilities at play before you could put the combo together (you had to have mana, and channel, and fireball or equivalent, and have a life lead once you did that). Even so, it wasn't very fun in MtG either. Even if we make the power more balanced like, "Before your attack, sacrifice X hit ponits; If the attach succeeds, do X damage.", the dynamics of the fight don't change much. If you work out the logic, it still ends up being the same swingy fight. If you attack and activate your power, the logic works the same. If you attack and don't activate your power, and miss, then you aren't better off, since you can still lose if your opponent activates his power and hits. If you attack and don't activate your power and hit, you are better off but you are not as well as you would have been had you activated your power (you still haven't won). The only advantageous position to not activate the power is to attack and miss, and then have your opponent attack and miss. But really, this results in a game state exactly the same as the former less balanced power. Since if you don't activate your power, you are gambling that your opponent will miss his attack you are gambling whether you choose to or choose not to activate the powerl; most players will take the active route and gamble on themselves. In short, it will be very hard to balance this sort of thing. Hit points are a marker of who is winning the battle. Trading hit points for a faster win is just that - faster. But what faster also means in this case is: a) fewer decision points where tactical choices could influence the outcome and b) fewer dice rolls so singular lucky and unlucky rolls are more influential in the outcome. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hit points as Action point currency?
Top