I'm A Banana
Potassium-Rich
Blah blah blah HP wars blah blah blah Extended Rests blah blah blah Warlords blah blah blah today's Legend and Lore column blah blah blah.
Let KM make it all better.
I hear what you're saying: "KM! This is awsome! I loved it even more when it was called VP/WP and everyone thought of it one million years ago."
And I say: Yes. This is mostly a mild conceptual shift. But it lets you do something, if you don't much like HP-as-plot-armor: You can ignore Fate. That is, you don't have to use it. Players don't get any, and they don't get to use any.
You know what that means?
That means Fate is an add-on module to HP.
Because it's easy to time-shift rests, you can also say that a night's rest does everything and a short rest heals both fate and HP or whatever. That's easy to deal with.
I know you hate it already, because everyone hates everything about HP threads, so remember, if you unload in this thread with your snarktopus, you're going to make this puppy cry:
Sad Puppy Bonus Round: HP should be linked to tier and not necessarily to level.
The End. Arf.
Let KM make it all better.
- Cut HP In Half. Your bottom half is still called HP. Your top half is now called Fate (this matches what the 5e playtest document already says, but is a slight twist in terminology).
- You can loose Fate instead of HP. Whenever you take HP damage from anything, you can opt to loose Fate instead of HP. At zero Fate, nothing happens. At zero HP, you start that whole dying thing.
- Can it kill you or knit flesh? Then it can deal or heal HP damage. Swords and falls and arrows and magic blasts of power and whatever else might be actually potentially deadly can deal HP damage. You can ablate this with Fate. Herbs and poultices and magic and rests (long rests) can heal HP. Perhaps crits always deal HP damage.
- Is it luck/skill/heroism/juju/plot armor? Then it's Fate. Hey, Warlord Screamy Healing, or Bard Insulty Damage, you're not going to knit my flesh or blow up my enemies, but you can give/drain me Fate, which will prevent my flesh from being more rent asunder, and make my enemies more likely to die horribly later.
- The "Rest" of the story. See what I did there? Anyway, there's three rests: a Brief Rest (after an encounter) gives you (some of) your Fate back. A Short Rest (after a day) gives you your Fate back, + some HP. An Extended Rest (say, a week) gives you everything back.
I hear what you're saying: "KM! This is awsome! I loved it even more when it was called VP/WP and everyone thought of it one million years ago."
And I say: Yes. This is mostly a mild conceptual shift. But it lets you do something, if you don't much like HP-as-plot-armor: You can ignore Fate. That is, you don't have to use it. Players don't get any, and they don't get to use any.
You know what that means?
That means Fate is an add-on module to HP.
Because it's easy to time-shift rests, you can also say that a night's rest does everything and a short rest heals both fate and HP or whatever. That's easy to deal with.
I know you hate it already, because everyone hates everything about HP threads, so remember, if you unload in this thread with your snarktopus, you're going to make this puppy cry:
Sad Puppy Bonus Round: HP should be linked to tier and not necessarily to level.
The End. Arf.
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