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*TTRPGs General
Hit points as luck
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<blockquote data-quote="Fanaelialae" data-source="post: 9754784" data-attributes="member: 53980"><p>HP are an abstraction, so interpret them however you like.</p><p></p><p>I've toyed with the idea of allowing players to spend HP to negate conditions. It would need to have a high enough cost to avoid being the default option (fighter gets hit with slow and pops a trivial number of HP to ignore it) while being low enough that players will use it when needed (because, otherwise, it's just a useless bit of clutter in your house rules). I would probably go with a percentage of HP to avoid it being spammable at high levels. Maybe a percentage of current HP to incentivize it being used when danger is high, rather than anytime. For example, the fighter is facing off against the BBEG and is down to 10 HP. The BBEG nails him with a stun, so the fighter burns 50% of his current HP, dropping him to 5, but allowing him to act next turn. This dials up the tension of the fight, and gives the fighter one last chance to pull a Hail Mary. But if the BBEG stunned the fighter at the start of the battle, when the fighter still has 100 HP, it's less likely the fighter would burn 50 HP to get back in the fight. </p><p></p><p>Lastly, I've seen some arguments in this thread that because randomness already exists in the game, luck shouldn't be a mechanic. I think this is a false dichotomy. This is conflating player luck with character luck. Just like someone could be a physically weak player but play a fighter with 20 strength, or be of average intelligence but play a wizard with 20 intelligence, I see no reason why a character's exceptional luck shouldn't be represented mechanically. Whether that be HP as luck, something like the Lucky feat, or this proposal.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9754784, member: 53980"] HP are an abstraction, so interpret them however you like. I've toyed with the idea of allowing players to spend HP to negate conditions. It would need to have a high enough cost to avoid being the default option (fighter gets hit with slow and pops a trivial number of HP to ignore it) while being low enough that players will use it when needed (because, otherwise, it's just a useless bit of clutter in your house rules). I would probably go with a percentage of HP to avoid it being spammable at high levels. Maybe a percentage of current HP to incentivize it being used when danger is high, rather than anytime. For example, the fighter is facing off against the BBEG and is down to 10 HP. The BBEG nails him with a stun, so the fighter burns 50% of his current HP, dropping him to 5, but allowing him to act next turn. This dials up the tension of the fight, and gives the fighter one last chance to pull a Hail Mary. But if the BBEG stunned the fighter at the start of the battle, when the fighter still has 100 HP, it's less likely the fighter would burn 50 HP to get back in the fight. Lastly, I've seen some arguments in this thread that because randomness already exists in the game, luck shouldn't be a mechanic. I think this is a false dichotomy. This is conflating player luck with character luck. Just like someone could be a physically weak player but play a fighter with 20 strength, or be of average intelligence but play a wizard with 20 intelligence, I see no reason why a character's exceptional luck shouldn't be represented mechanically. Whether that be HP as luck, something like the Lucky feat, or this proposal. [/QUOTE]
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