Mustrum_Ridcully
Legend
I think the right treating hit points as stamina works best if you want somethnig diegetic that doesn't contradict itself all the time. I would prefer to add some mechanics that allow injuries to still happen.
Conceptually, something like the wounds + vitality system like some of the d20 Star Wars used, except not exactly that, because I don't think the specifics were good, just the basic idea to differentiate them was.
I'd take at least a leaf from 4E and use bloodied as a point where you will take an injury, and you will take another at 0 hit points. Whether that means you're then bleeding out on the floor or someone can inspire you to fight more is another debate, as is what the specific mechanics for the injuries are.
If hit points (the ablative D&D style that grow with level) are a metagame resource to you (at least to some extent), it's definitely one to consider to use, because it enables a type of gameplay that people seem to enjoy, even if it is not without flaws.
Conceptually, something like the wounds + vitality system like some of the d20 Star Wars used, except not exactly that, because I don't think the specifics were good, just the basic idea to differentiate them was.
I'd take at least a leaf from 4E and use bloodied as a point where you will take an injury, and you will take another at 0 hit points. Whether that means you're then bleeding out on the floor or someone can inspire you to fight more is another debate, as is what the specific mechanics for the injuries are.
If hit points (the ablative D&D style that grow with level) are a metagame resource to you (at least to some extent), it's definitely one to consider to use, because it enables a type of gameplay that people seem to enjoy, even if it is not without flaws.






