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Pathfinder Without Hit Points?
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<blockquote data-quote="arkham618" data-source="post: 5548498" data-attributes="member: 6419"><p>Thanks for your analysis. I'm not terribly concerned about breaking genre conventions: I am contemplating this substitution for a swashbuckling campaign in which combats will need to be resolved quickly, with maximal style and minimal dice-rolling/bookkeeping. I therefore intend to use Hero Points to provide a mechanic for acts of daring-do -- and, based on your input, to mitigate the increased lethality of the Toughness save, if I go that route. I think it would be appropriate to cap the result of a badly failed damage save at dying, rather than dead, to give PCs the opportunity to attempt a recovery. I personally feel that Toughness shouldn't scale, but Defense should, so higher-level characters would be harder to hit, but not necessarily to damage. Regarding healing effects, could one not simply have Light, Moderate, Serious, and Critical Wound steps on the damage track, which would be eliminated by the corresponding <em>Cure</em> spell? <em>Heal</em> is more problematic: it's still useful for removing adverse conditions, but the 10 hp/caster level restored would have to be factored some other way. Any suggestions?</p></blockquote><p></p>
[QUOTE="arkham618, post: 5548498, member: 6419"] Thanks for your analysis. I'm not terribly concerned about breaking genre conventions: I am contemplating this substitution for a swashbuckling campaign in which combats will need to be resolved quickly, with maximal style and minimal dice-rolling/bookkeeping. I therefore intend to use Hero Points to provide a mechanic for acts of daring-do -- and, based on your input, to mitigate the increased lethality of the Toughness save, if I go that route. I think it would be appropriate to cap the result of a badly failed damage save at dying, rather than dead, to give PCs the opportunity to attempt a recovery. I personally feel that Toughness shouldn't scale, but Defense should, so higher-level characters would be harder to hit, but not necessarily to damage. Regarding healing effects, could one not simply have Light, Moderate, Serious, and Critical Wound steps on the damage track, which would be eliminated by the corresponding [I]Cure[/I] spell? [I]Heal[/I] is more problematic: it's still useful for removing adverse conditions, but the 10 hp/caster level restored would have to be factored some other way. Any suggestions? [/QUOTE]
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