Considering that even WotC can't really pin down what hit points are, other than (what I like to call) "cinematic importance points," i.e., high-level PC's don't die as readily as low-level ones, why does it matter if the reason is "visible" or not?Tarrasque Wrangler said:I am not going to sit there and count off minutes since the last fight so everybody can get hit points back for no visible reason.
I think the point TW is making (well, one of them) is that using reserve points makes it necessary to keep a fairly accurate track of time elapsed in the dungeon. Has it been 30 minutes or 60 minutes since we fought those demons? That could make a big difference when we fight the lich.buzz said:Considering that even WotC can't really pin down what hit points are, other than (what I like to call) "cinematic importance points," i.e., high-level PC's don't die as readily as low-level ones, why does it matter if the reason is "visible" or not?
I love this rule because I feel it a) makes games more cinematic and 2) makes D&D a little more flexible. If it's not quite as absolutely necessary to have a "tank medic" in your party, you can vary its composition, and thus a campaign's subject matter, imho.
I dunno. This just rawks. "Options, not restrictions" dangit.
I don't mind the "no visible reason" aspect, because hit points don't necessarily reflect "visible" injuries in the first place. Having a reserve is better than having to "heal" near misses, loss of momentum and esprit, etc. If you're going to use an ablative score (a "resource") for something that's not particularly ablative (ability to avoid a telling blow), some "wonkiness" has to enter the system.Tarrasque Wrangler said:I am not going to sit there and count off minutes since the last fight so everybody can get hit points back for no visible reason.
The goal is to allow the heroes to fight and win multiple close fights in a row. Simply increasing the heroes' hit points makes them tougher; it's not much better than reducing all the challenges along the way. Increasing everyone's hit points -- heroes and monsters -- of course, is no improvement at all; you're back where you started.I would much rather:
A: Increase hit dice size, ie how Arcana Unearthed uses D6 as the baseline.
I'd like to see that too. Of course, it ties in nicely with reserves. Perhaps most "healing" just transfers reserves to active hit points. And perhaps a rousing prayer (cure light wounds) doesn't heal at all, but it does boost reserves.B: See more ways to do low-power cleric-type healing with Alchemy or a Heal check. Where are the folk remedies, or the old wise woman of the village who doesn't have real magic, just a knack with herbs?
Drama points can easily replace hit points. In fact, if you don't want to change the mechanics much, you can redefine hit points to be drama points:C: Some kind of "drama point" mechanic whereby low-level characters can dodge deaths from those random crits kobolds deal out. Maybe once per session, you can convert a crit on yourself into a normal hit, or an attack that would take you to less than 0 hp instead takes you to 1 and knocks you out for the rest of the battle. That's just off the top of my head, and should in no way be construed as a well-thought out idea.![]()
hong said:At high levels (say > 15th), hit points are not something you worry about, in terms of resource management between fights. You can go from full hit points to near zero in just a couple of rounds of fighting. Assuming you survive, the cleric does a heal or mass heal, and you're back close to full again. The resources you worry about at those levels tend to be heal spells, boom spells, limited use/day items and abilities, and so forth. Smart PCs will get an item to cast heal on themselves, to protect against the possibility that the cleric is the one who gets taken out.
Heck, this sort of thing can even happen at mid-levels (around 10th-15th). The mage IMC got steamrolled by a giant blob monster and went from full hit points to -40 in one round. A few sessions ago, the knight got jumped by a big cat-demon and went from near-full to near-zero in the first round of combat. Only two critical hits from the raging barbarian that killed the demon saved him from getting shredded.
I'm seriously contemplating a change to our house rules to extend the bleed-out time for PCs who go down. Danger is all well and good, but the experience of one death per session that was typical of our high-level campaign is not something I want to repeat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.