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Hit points as Action point currency?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5634884" data-attributes="member: 54877"><p>Not that I've played every game out there, but the closest I saw this idea working the way intended was in the early Runequest rules. Your POW (power) stat is used to defend against magical/spiritual attacks, and also used to power such attacks. This creates an interesting dynamic where the harder and more often you hit something with magic, the more vulnerable to magic you become. It works more or less as intended, because in Runequest, everyone can use some kind of magic, and you need to discourage casual use. </p><p> </p><p>Note that the intent was to discourage use. The Runequest folks could have predicted the SW result of force users not wanting to use those powers. And even so, it is also no accident that later versions of the rules went to some form of "magic points" as a derived stat from POW, so that MP can move around and get used, but POW stays more stable. This also gets around the niche problem of the great wizard or priest who has cast a lot of magic going down to a simple charm faster than a dumb fighter type (a feature for some, but a bug for many).</p><p> </p><p>For a D&D variant, if you really wanted something like this, I'd recommend deriving hit points and "fatigue points" or whatever you want to call them from a common source. And then use that common source as a way of replenishing both. A repurposed surge might work for that. That is, a given surge could be used to replace hit points or these other points, but not both. I think by the time you got done, then abstracted the system properly to match the rest of the D&D structure, you'd wind up with powers usable N times per time increment, or something that might as well be that. But that's never stopped the Power Point advocates before. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5634884, member: 54877"] Not that I've played every game out there, but the closest I saw this idea working the way intended was in the early Runequest rules. Your POW (power) stat is used to defend against magical/spiritual attacks, and also used to power such attacks. This creates an interesting dynamic where the harder and more often you hit something with magic, the more vulnerable to magic you become. It works more or less as intended, because in Runequest, everyone can use some kind of magic, and you need to discourage casual use. Note that the intent was to discourage use. The Runequest folks could have predicted the SW result of force users not wanting to use those powers. And even so, it is also no accident that later versions of the rules went to some form of "magic points" as a derived stat from POW, so that MP can move around and get used, but POW stays more stable. This also gets around the niche problem of the great wizard or priest who has cast a lot of magic going down to a simple charm faster than a dumb fighter type (a feature for some, but a bug for many). For a D&D variant, if you really wanted something like this, I'd recommend deriving hit points and "fatigue points" or whatever you want to call them from a common source. And then use that common source as a way of replenishing both. A repurposed surge might work for that. That is, a given surge could be used to replace hit points or these other points, but not both. I think by the time you got done, then abstracted the system properly to match the rest of the D&D structure, you'd wind up with powers usable N times per time increment, or something that might as well be that. But that's never stopped the Power Point advocates before. ;) [/QUOTE]
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Hit points as Action point currency?
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