To quote from the original article:Ycore Rixle said:I don't like this rule. If the reserve hit points are to be a safety valve, then why not consider the lower half of your normal hit points your "safety valve"? If the objective is quick healing, well, that at least makes sense. But I don't think quick healing is needed. Don't have a cleric? That's unfortunate, and it makes you think hard about the next level you take, or what cohort to pick up, etc. Hard choices make good games.
The reserve-point rules were written for Omega World, a post-apocalyptic mini-game published in Polyhedron. Not all game worlds involve the plentiful healing of D&D's implied setting.Reserve points work particularly well in low-magic campaigns or any game in which healing is rare, expensive, or otherwise hard to get.