Neonchameleon
Legend
It absolutely is.I like the idea of getting away from HP bloat.
I'd go so far as to say that how modern D&D handles HP is a contributing factor in combat feeling kinda bland at times.
On a personally subjective level, I care less about big numbers than I would about giving the numbers more meaning and substance.
Just to explain Daggerheart HP, as we've gone into all hits do between 1 and 3hp of damage. Starting PCs have about 6hp (OK, so wizards have 5, guardians 7, and I think from memory dwarves give +1). As for HP growth, you can gain a maximum total of six more hp from levelling up.
When you hit 0hp you get three options:
- Go down - with a chance of a permanent slightly debilitating scar. And there's little enough healing you're probably out until the next rest
- Go out in a blaze of glory - one action, free crit, and then you die
- Risk It All with (on paper) just over a 45% chance of death - but a whole lot of healing if you succeed.