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<blockquote data-quote="heretic888" data-source="post: 7470220" data-attributes="member: 60326"><p>I would add though, that since this "damage mitigation capacity" doesn't affect anything else about your character -- not your attacks, your defenses, etc --- that I see them more along the lines of "plot points" or "protagonist points" or whatever. Its clearly independent of a character's overall fighting ability or mental state.</p><p></p><p></p><p></p><p>I like that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Yeah, one of my goals with the system was to give more wiggle room with using higher XP budgets for encounters.</p><p></p><p></p><p></p><p>Yep, its all about establishing interesting conflicting stakes during your scenes. </p><p></p><p></p><p></p><p>Oh, it sounds perfectly reasonable to me too. I just personally dislike a) giving healing to enemies and b) making stat blocks more complicated and fiddly. </p><p></p><p>I should point out that I am a very, very lazy GM. One of the reasons I prefer Story Now style of play is it puts more of the burden on the players for running the show and I get to riff off their ideas and hooks. Anything that gives me more work to do is a no no in my book (one of the reasons I never took up 5E, incidentally).</p></blockquote><p></p>
[QUOTE="heretic888, post: 7470220, member: 60326"] I would add though, that since this "damage mitigation capacity" doesn't affect anything else about your character -- not your attacks, your defenses, etc --- that I see them more along the lines of "plot points" or "protagonist points" or whatever. Its clearly independent of a character's overall fighting ability or mental state. I like that. :) Yeah, one of my goals with the system was to give more wiggle room with using higher XP budgets for encounters. Yep, its all about establishing interesting conflicting stakes during your scenes. Oh, it sounds perfectly reasonable to me too. I just personally dislike a) giving healing to enemies and b) making stat blocks more complicated and fiddly. I should point out that I am a very, very lazy GM. One of the reasons I prefer Story Now style of play is it puts more of the burden on the players for running the show and I get to riff off their ideas and hooks. Anything that gives me more work to do is a no no in my book (one of the reasons I never took up 5E, incidentally). [/QUOTE]
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