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General Tabletop Discussion
*Dungeons & Dragons
Narrating Hit Points - no actual "damage"
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<blockquote data-quote="MechaPilot" data-source="post: 7352795" data-attributes="member: 82779"><p>It doesn't really take six "huge" encounters, small to medium-sized encounters work as well (though I do maximize the HPs of the creatures my players face, because they rolled quite well with their ability scores). I've found that some players really enjoy blowing a resource to trivialize a small encounter (it helps them feel the power their character gained from levelling up, and it ends a dangerous situation more quickly) leaving them with fewer resources for when a more significant encounter arises later that session.</p><p></p><p>Also, I don't strive to fit six encounters each day. Even when I do get six or more in a given day it's likely that some of them will be social or exploration encounters that won't require expending combat-centric resources like HPs (though spending spell points on a spell to get around it is certainly possible).</p><p></p><p>I don't typically expect my players to run through all their resources in one day. There are times when they're going through parts of an adventure where I do expect they'll run out of resources, but that's only in select spots, not consistently throughout. And you might expect from this (and that I don't strive for 6+ encounters per day) that I would be in favor of slow healing. However, my experience with slower healing through 3e, and especially the slower healing from BECMI and AD&D 2e, is that it makes the PCs too cautious. Lower HPs = higher risk of death, higher risk of death = doing even more to avoid combat, doing even more to avoid combat often seems to result in the PCs taking a week or so to rest up before continuing the adventure (which can really be difficult when the adventure involves a ticking clock, or other repercussions from enemies).</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7352795, member: 82779"] It doesn't really take six "huge" encounters, small to medium-sized encounters work as well (though I do maximize the HPs of the creatures my players face, because they rolled quite well with their ability scores). I've found that some players really enjoy blowing a resource to trivialize a small encounter (it helps them feel the power their character gained from levelling up, and it ends a dangerous situation more quickly) leaving them with fewer resources for when a more significant encounter arises later that session. Also, I don't strive to fit six encounters each day. Even when I do get six or more in a given day it's likely that some of them will be social or exploration encounters that won't require expending combat-centric resources like HPs (though spending spell points on a spell to get around it is certainly possible). I don't typically expect my players to run through all their resources in one day. There are times when they're going through parts of an adventure where I do expect they'll run out of resources, but that's only in select spots, not consistently throughout. And you might expect from this (and that I don't strive for 6+ encounters per day) that I would be in favor of slow healing. However, my experience with slower healing through 3e, and especially the slower healing from BECMI and AD&D 2e, is that it makes the PCs too cautious. Lower HPs = higher risk of death, higher risk of death = doing even more to avoid combat, doing even more to avoid combat often seems to result in the PCs taking a week or so to rest up before continuing the adventure (which can really be difficult when the adventure involves a ticking clock, or other repercussions from enemies). [/QUOTE]
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Narrating Hit Points - no actual "damage"
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