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<blockquote data-quote="Yair" data-source="post: 1968413" data-attributes="member: 10913"><p>I would prefer a save against damage, a la Blue Rose or the Unearthed Arcana variants. These are more complex mechanics than hp, of course. I'm not sure which I like more.</p><p></p><p>I've always wanted to treat hp in my games as a metagame issue, a sort of Karma. Thus getting dropped by a few hp does not represent any wound at all, although it may represent a bit of it. Only getting to 0 or negative hps means you actually got hurt, until then you're fine.</p><p>The problem with such things is that it doesn't quite work this way all the time. It also makes descriptions that much more difficult - how am I supposed to indicate a character is close to dying, or hardly hurt, or whatever? And so on.</p><p>The solution I adopted recently was to treat the injuries as I would for a commoner, but make the characters all but impervious to harm in a cartoon or superhero way. We are simply not playing human beings.</p><p></p><p>As for the actual topic of the thread, I'd stick to D&D rules and have the characters either post their rolls or the DM make them. Be ready to decide non-responsive or unclear characters' actions for them, and be quick and resolute on how fast to go. I'd recommend a round every two days, regardless of how many characters posted. Those that didn't post get to do what the DM thinks they're likely to do.</p><p>I don't see how pre-rolling the dice aids to speed up the game beyond helping the DM out a bit (not much, there are still so many variables and circumstances).</p></blockquote><p></p>
[QUOTE="Yair, post: 1968413, member: 10913"] I would prefer a save against damage, a la Blue Rose or the Unearthed Arcana variants. These are more complex mechanics than hp, of course. I'm not sure which I like more. I've always wanted to treat hp in my games as a metagame issue, a sort of Karma. Thus getting dropped by a few hp does not represent any wound at all, although it may represent a bit of it. Only getting to 0 or negative hps means you actually got hurt, until then you're fine. The problem with such things is that it doesn't quite work this way all the time. It also makes descriptions that much more difficult - how am I supposed to indicate a character is close to dying, or hardly hurt, or whatever? And so on. The solution I adopted recently was to treat the injuries as I would for a commoner, but make the characters all but impervious to harm in a cartoon or superhero way. We are simply not playing human beings. As for the actual topic of the thread, I'd stick to D&D rules and have the characters either post their rolls or the DM make them. Be ready to decide non-responsive or unclear characters' actions for them, and be quick and resolute on how fast to go. I'd recommend a round every two days, regardless of how many characters posted. Those that didn't post get to do what the DM thinks they're likely to do. I don't see how pre-rolling the dice aids to speed up the game beyond helping the DM out a bit (not much, there are still so many variables and circumstances). [/QUOTE]
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