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*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="JamesonCourage" data-source="post: 6095275" data-attributes="member: 6668292"><p>At least it's a viable alternative, since that's all Crazy Jerome asked for <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>That's probably because, in my RPG, HP is meat. THP is the rest (I use it mainly as fatigue/skill). Certain effects -like falling- bypass THP, and when you take HP damage, you usually take a wound. I left those bits out though, to answer the question.</p><p></p><p>You can use the Heal skill in my game to negate or reduce penalties from wounds, but the actual damage needs rest. The same concept applies here. And, hey, magic is magic -it only heals lethal wounds, but it converts it to "general battering" damage. If that's all you've got, well, the magic can convert it to "general battering" damage again, but it won't help much.</p><p></p><p>Indeed, good sir. Thanks for the reply. As always, play what you like <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>Yeah, that's why I asked if it was too fiddly (I originally asked "too hard" before erasing it, since it's not really what I meant). It's not too fiddly for me, so I've had no problem with it.</p><p></p><p>I've got a couple fatigue conditions for long term fatigue, and a whole mechanic that I use for short term fatigue (THP). That'd be replicated -in spirit- very easily. Nonlethal damage is still an important resource, especially for those in armor, as getting hurt while in most armor gives you some nonlethal damage (while cutting down on damage you take), so you have to balance combat with healing with rest.</p><p></p><p>But, I don't use "recharging powers" other than by round. I mean, those I could easily add one. I mean, extremely easily. And you could tie that into THP or a fatigue condition, I guess. The spirit in-game would be the same, but the resource management would certainly be different. Though you could limit abilities you gain to "1/encounter" or even HP you gain to "only when someone unlocks it" or whatever. The game is very flexible.</p><p></p><p>Yeah, I didn't mention it in that first post, but HP -in my RPG- is meat, while THP is the other stuff (though I usually use it as fatigue/skill). And, like I mentioned earlier in this post, certain effects bypass THP completely and hit your meat (falling damage, falling onto lava, being on fire, etc.). This starts getting more fiddly (though it's honestly pretty easy to run with because of how rare it is, and how few effects bypass THP), but it's really stopped the "disconnect" that my group had when we ran HP as completely "abstract".</p><p></p><p>Ah, well, I won't be disappointed when they don't have what I want. Because my wants are now crystallized due to making my own RPG. So, I know -for sure- that I won't swap to 5e as my main system. However, these options might be nice when somebody like my brother runs a D&D game that I want to play in (though he currently runs a game using my system as well).</p><p></p><p>Really, while the option would be nice in a theoretical sense, I'm not worried about it, really. I have what I want, and when I go to a D&D game, I know to expect D&D tropes, quirks, and failings. I include the HP system among these three. Anyways, thanks for the feedback and civility. As always, play what you like <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6095275, member: 6668292"] At least it's a viable alternative, since that's all Crazy Jerome asked for :) That's probably because, in my RPG, HP is meat. THP is the rest (I use it mainly as fatigue/skill). Certain effects -like falling- bypass THP, and when you take HP damage, you usually take a wound. I left those bits out though, to answer the question. You can use the Heal skill in my game to negate or reduce penalties from wounds, but the actual damage needs rest. The same concept applies here. And, hey, magic is magic -it only heals lethal wounds, but it converts it to "general battering" damage. If that's all you've got, well, the magic can convert it to "general battering" damage again, but it won't help much. Indeed, good sir. Thanks for the reply. As always, play what you like :) Yeah, that's why I asked if it was too fiddly (I originally asked "too hard" before erasing it, since it's not really what I meant). It's not too fiddly for me, so I've had no problem with it. I've got a couple fatigue conditions for long term fatigue, and a whole mechanic that I use for short term fatigue (THP). That'd be replicated -in spirit- very easily. Nonlethal damage is still an important resource, especially for those in armor, as getting hurt while in most armor gives you some nonlethal damage (while cutting down on damage you take), so you have to balance combat with healing with rest. But, I don't use "recharging powers" other than by round. I mean, those I could easily add one. I mean, extremely easily. And you could tie that into THP or a fatigue condition, I guess. The spirit in-game would be the same, but the resource management would certainly be different. Though you could limit abilities you gain to "1/encounter" or even HP you gain to "only when someone unlocks it" or whatever. The game is very flexible. Yeah, I didn't mention it in that first post, but HP -in my RPG- is meat, while THP is the other stuff (though I usually use it as fatigue/skill). And, like I mentioned earlier in this post, certain effects bypass THP completely and hit your meat (falling damage, falling onto lava, being on fire, etc.). This starts getting more fiddly (though it's honestly pretty easy to run with because of how rare it is, and how few effects bypass THP), but it's really stopped the "disconnect" that my group had when we ran HP as completely "abstract". Ah, well, I won't be disappointed when they don't have what I want. Because my wants are now crystallized due to making my own RPG. So, I know -for sure- that I won't swap to 5e as my main system. However, these options might be nice when somebody like my brother runs a D&D game that I want to play in (though he currently runs a game using my system as well). Really, while the option would be nice in a theoretical sense, I'm not worried about it, really. I have what I want, and when I go to a D&D game, I know to expect D&D tropes, quirks, and failings. I include the HP system among these three. Anyways, thanks for the feedback and civility. As always, play what you like :) [/QUOTE]
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