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<blockquote data-quote="Garthanos" data-source="post: 4795019" data-attributes="member: 82504"><p>Ahhhh .... </p><p>The name of the rule could have been called <strong>Hit Points as luck</strong>...bit it also shouldnt be attractive enough that it would always be used, just for desparation ie "things that really shouldnt happen to a hero till he is completely "out of luck"</p><p></p><p>Note I was specifically presenting it as an option for save or die effects like forced movement off a not normally possible to survive high cliff etc, not necessarily applicable to all saves, in general impairing effects are fine. Could doubling the cost in hit points or healing surges spent be used to discourage general use? Would it might require the limit of DM adjudication so that it is used only for something which seems a permanent end of story event? not sure.</p><p></p><p>It means the pc pushed off the 10000 foot cliff doesn't ever plummet to his death unless he really is well out of hit pts, ie Luck... sometimes he makes an easy save thats the die roll the rest of the time we get something which sounds/reads much like a successful saving throw but is really his luck wearing thin.</p><p></p><p>If hit points include luck and energy they are being under used... they could fuel powers and saving throws and similar things...</p><p></p><p> I am not always fixing something with my house rules some times I am exploring how we can extend the simulation.</p><p></p><p>I want extended injury so the wound rule <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html#post4649572" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html#post4649572</a> which lets players choose an extended injury result is cool.. </p><p></p><p>Hit points as luck even if used for other saving throws... becomes another way to give players a choice of ongoing effects or hit point loss...juggling that could be stylistic instead of win or loose "my design target" is making an ongoing impairing effect acceptable... up to a point.... and making that point of acceptability a player choice. </p><p></p><p>Borromir versus Frodo.. Borromir has a higher I can take wounds and function threshold he actually has higher combat ability and wounds dont make him incompetant Frodo is worse initially but gets wounds less... ie frodo just doesnt take "wounds" till he runs out of luck (he seemed to do that fairly often.. did he have lower hitpoints than even the other hobbits? or was he spending them on resisting the one ring? see hitpoints as luck/energy)</p><p></p><p>Not resisting the ring seems like it would be a end of the story issue for Frodo... so he spends hitpoints when the saving throw doesnt work ie when the dice fail him.. he looses hit points and does so as a choice, the player describes the lessened effect of the one rings power influence on his character or even takes a long term effect that is less than my character is now a minion of the dark lord.</p><p></p><p>For Borromir resisting the rings influence doesnt seem to be an end of story effect it seduces him in to trying to take the ring from frodo...then tries to get him to kill frodo ... he spends hitpoints.. to have luck intervene and snap him out of it by providing eminent threat. His points are now down ... his luck is low and he falls.. but falls heroically in battle defending frodo.</p><p></p><p>Domination by ultimate evil.. hmmm save or die.... spend luck in the form of hit points and describe it another way.</p><p></p><p>In the first post I said.... </p><p> "There are certain effects that really shouldn't happen except to a hero out of hit points I know you have seen them."</p><p>I didnt elaborate on them, very much perhaps that is an error, it was exactly the save or die issue I was talking about.</p><p> It comes up more times when you have only 2 players... but that doesn't make it not happen for multi-players and if it never comes up its a quirky corner case you dont have to worry about.</p><p>However as you point out maybe the same is true with villains who are solos who shouldnt be man handled by fate either... that is why they have a lot of hit points not just nice armor. I think we do want to avoid the monsters being impaired to death and yes custom monster design which made solos very resistant to impairing effects is one idea I seen bandied about.. redisign all the solos to include resistances which prevent compound impairment. </p><p></p><p>What if hitpoints spent at the beginning of thier turn allow an additional save at the begining of the monsters turn to cancel the effect before impairment (The hitpoints lost at the top of the cliff so to speak ). This would be like the Warden getting his two saves but at a cost which would also speed the combat. It wouldnt be nerfing the powers totally...but we do want the monster to be hit by some of those impairments just not as many as a team can throw on them... hmmm.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4795019, member: 82504"] Ahhhh .... The name of the rule could have been called [B]Hit Points as luck[/B]...bit it also shouldnt be attractive enough that it would always be used, just for desparation ie "things that really shouldnt happen to a hero till he is completely "out of luck" Note I was specifically presenting it as an option for save or die effects like forced movement off a not normally possible to survive high cliff etc, not necessarily applicable to all saves, in general impairing effects are fine. Could doubling the cost in hit points or healing surges spent be used to discourage general use? Would it might require the limit of DM adjudication so that it is used only for something which seems a permanent end of story event? not sure. It means the pc pushed off the 10000 foot cliff doesn't ever plummet to his death unless he really is well out of hit pts, ie Luck... sometimes he makes an easy save thats the die roll the rest of the time we get something which sounds/reads much like a successful saving throw but is really his luck wearing thin. If hit points include luck and energy they are being under used... they could fuel powers and saving throws and similar things... I am not always fixing something with my house rules some times I am exploring how we can extend the simulation. I want extended injury so the wound rule [URL]http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html#post4649572[/URL] which lets players choose an extended injury result is cool.. Hit points as luck even if used for other saving throws... becomes another way to give players a choice of ongoing effects or hit point loss...juggling that could be stylistic instead of win or loose "my design target" is making an ongoing impairing effect acceptable... up to a point.... and making that point of acceptability a player choice. Borromir versus Frodo.. Borromir has a higher I can take wounds and function threshold he actually has higher combat ability and wounds dont make him incompetant Frodo is worse initially but gets wounds less... ie frodo just doesnt take "wounds" till he runs out of luck (he seemed to do that fairly often.. did he have lower hitpoints than even the other hobbits? or was he spending them on resisting the one ring? see hitpoints as luck/energy) Not resisting the ring seems like it would be a end of the story issue for Frodo... so he spends hitpoints when the saving throw doesnt work ie when the dice fail him.. he looses hit points and does so as a choice, the player describes the lessened effect of the one rings power influence on his character or even takes a long term effect that is less than my character is now a minion of the dark lord. For Borromir resisting the rings influence doesnt seem to be an end of story effect it seduces him in to trying to take the ring from frodo...then tries to get him to kill frodo ... he spends hitpoints.. to have luck intervene and snap him out of it by providing eminent threat. His points are now down ... his luck is low and he falls.. but falls heroically in battle defending frodo. Domination by ultimate evil.. hmmm save or die.... spend luck in the form of hit points and describe it another way. In the first post I said.... "There are certain effects that really shouldn't happen except to a hero out of hit points I know you have seen them." I didnt elaborate on them, very much perhaps that is an error, it was exactly the save or die issue I was talking about. It comes up more times when you have only 2 players... but that doesn't make it not happen for multi-players and if it never comes up its a quirky corner case you dont have to worry about. However as you point out maybe the same is true with villains who are solos who shouldnt be man handled by fate either... that is why they have a lot of hit points not just nice armor. I think we do want to avoid the monsters being impaired to death and yes custom monster design which made solos very resistant to impairing effects is one idea I seen bandied about.. redisign all the solos to include resistances which prevent compound impairment. What if hitpoints spent at the beginning of thier turn allow an additional save at the begining of the monsters turn to cancel the effect before impairment (The hitpoints lost at the top of the cliff so to speak ). This would be like the Warden getting his two saves but at a cost which would also speed the combat. It wouldnt be nerfing the powers totally...but we do want the monster to be hit by some of those impairments just not as many as a team can throw on them... hmmm. [/QUOTE]
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