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Keepiing Current HP from players...
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<blockquote data-quote="Saeviomagy" data-source="post: 7037302" data-attributes="member: 5890"><p>We have, way back when. Since monster damage is variable and hit points were variable, it just led us to having no clue about what might happen when a monster swung at us.</p><p></p><p>Now you'd think that would make us nervous whenever a monster came along. All it made us do was avoid taking damage as much as possible. We basically gave up on melee characters and cheesed every encounter as much as we could, sticking to ranged combat and non pc meat shields like charmed ogres, hirelings and animals.</p><p></p><p>Nope. Uncertainty and fear come from knowing you're on 3 hit points and holding your breath every time a giant spider swings at you, and that if you go down to it it's not just going to leave you alone so your buddies can heal you back up from 0 next round, it's going to drag you away and eat you.</p><p></p><p>Uncertainty is already in the dice. Fear comes from having control taken away from you. Doing what you describe just takes that control away all the time, so the players will become inured to it, while at the same time making every interaction with hit points take 10 times as long, because the players have to have a game of 20 questions to work out whether they can afford to drop down a 10ft ledge, or have to break out a rope and climb down carefully.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7037302, member: 5890"] We have, way back when. Since monster damage is variable and hit points were variable, it just led us to having no clue about what might happen when a monster swung at us. Now you'd think that would make us nervous whenever a monster came along. All it made us do was avoid taking damage as much as possible. We basically gave up on melee characters and cheesed every encounter as much as we could, sticking to ranged combat and non pc meat shields like charmed ogres, hirelings and animals. Nope. Uncertainty and fear come from knowing you're on 3 hit points and holding your breath every time a giant spider swings at you, and that if you go down to it it's not just going to leave you alone so your buddies can heal you back up from 0 next round, it's going to drag you away and eat you. Uncertainty is already in the dice. Fear comes from having control taken away from you. Doing what you describe just takes that control away all the time, so the players will become inured to it, while at the same time making every interaction with hit points take 10 times as long, because the players have to have a game of 20 questions to work out whether they can afford to drop down a 10ft ledge, or have to break out a rope and climb down carefully. [/QUOTE]
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