One thing I dont like about his idea is that, love or hate em, SOD tended to be a great equalizer. That there was a means by which you could be taken out outside of the HP mechanism. I kinda like when the system has multiple avenues like that.
His way you can avoid the SOD by stacking HP, which is one of the means by which you avoid unconscious...meaning its just a more frustrating way of being taken out of the battle as you wont recover after the fight (without specific resuscitation).
I see where he is coming from and accept his analysis, I dont accept his solution.
				
			His way you can avoid the SOD by stacking HP, which is one of the means by which you avoid unconscious...meaning its just a more frustrating way of being taken out of the battle as you wont recover after the fight (without specific resuscitation).
I see where he is coming from and accept his analysis, I dont accept his solution.
 
				

 
 
		 
 
		 
 
		 You could just as easily describe a situation where you manage the task, since you are making it up anyway, but a defeatist mindset isn't going to allow it, I suppose.  In any event, sometimes "defeat" is part of the game and I'm not one to believe that padding all the sharp corners makes the game any more inherently fun.  I'm fine with the idea of including some advice for those who think their group needs a less dangerous game but it need not be built into the core for my tastes.
  You could just as easily describe a situation where you manage the task, since you are making it up anyway, but a defeatist mindset isn't going to allow it, I suppose.  In any event, sometimes "defeat" is part of the game and I'm not one to believe that padding all the sharp corners makes the game any more inherently fun.  I'm fine with the idea of including some advice for those who think their group needs a less dangerous game but it need not be built into the core for my tastes. 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		