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Hit points- The final frontier
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<blockquote data-quote="DarkKestral" data-source="post: 4545962" data-attributes="member: 40100"><p>I'd argue that it might be possible to instead add bits to the conditoins already in 4e.</p><p></p><p>I'd get rid of Saga's penalties somewhat (I might add some in for certain types of OFFENSIVE actions, but make things like Second Wind more generally effective in those conditions to compensate. So the game pushes even more offensively-minded players to preserve their own HP pool when it gets low) and make more effects that trigger when those thresholds are reached. However, I think a good balance would be to have classes of effects or powers which are specifically only accessible during those cases, and to have them be separate from the main attack power pool; in essence either one-shot powerful "Limit Break" types of effects that do damage or term on-going effects that add to the effects that you already do but sacrifice the spike damage associated with the other class, and have both offensive and defensive sets of effects (so whatever happens, the player benefits)</p><p></p><p>I'm also thinking that either classes or roles could have some different benefits baked in that give them special stuff that activates when down that far that don't go under that class and which reinforce their general theme. (For example, when a fighter first becomes Wounded (which could be a condition associated with being sub-25% of max HP) he could gain an additional +2 to his defenses and AC for the next 2 rounds, and his attack bonus increased by 2 when making OAs, so that he becomes 'stickier' but less likely to actually take significant damage.)</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4545962, member: 40100"] I'd argue that it might be possible to instead add bits to the conditoins already in 4e. I'd get rid of Saga's penalties somewhat (I might add some in for certain types of OFFENSIVE actions, but make things like Second Wind more generally effective in those conditions to compensate. So the game pushes even more offensively-minded players to preserve their own HP pool when it gets low) and make more effects that trigger when those thresholds are reached. However, I think a good balance would be to have classes of effects or powers which are specifically only accessible during those cases, and to have them be separate from the main attack power pool; in essence either one-shot powerful "Limit Break" types of effects that do damage or term on-going effects that add to the effects that you already do but sacrifice the spike damage associated with the other class, and have both offensive and defensive sets of effects (so whatever happens, the player benefits) I'm also thinking that either classes or roles could have some different benefits baked in that give them special stuff that activates when down that far that don't go under that class and which reinforce their general theme. (For example, when a fighter first becomes Wounded (which could be a condition associated with being sub-25% of max HP) he could gain an additional +2 to his defenses and AC for the next 2 rounds, and his attack bonus increased by 2 when making OAs, so that he becomes 'stickier' but less likely to actually take significant damage.) [/QUOTE]
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