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Unearthed Arcana: Variant Rules
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<blockquote data-quote="Morlock" data-source="post: 7672448" data-attributes="member: 6776981"><p>Distinguishing between a post disparaging an idea (e.g., "total fanboism"), and one disparaging a person as irrational or the like (e.g., "you're a total fanboi") should be fairly easy. And a critical skill for a moderator. Avoids escalating the situation by making obviously false accusations.</p><p></p><p></p><p></p><p>Lol, that's so wrong (the idea? Get it? The idea?). 180 degrees wrong.</p><p></p><p>***</p><p></p><p>Can't say I like these UA alternative HP rules, but I'm all for a non-standard approach to hps. I was thinking of making Con (or average of Con & Str) worth of a character/creatures's hit points into "Health" points. The rest of the hit point total would still be called hit points (though I'm amenable to a name change), but they don't represent damage taken, but rather damage avoided. They represent luck, fate, vitality, endurance, what have you. Once HP run out, the character starts taking damage, to Health. Hit Points can be healed with short or long rests, but Health is only regained slowly via bed rest, or through magical healing. And damage to Health is where stuff like permanent injury comes into play.</p><p></p><p>Healing magic is where it gets tricky. It seems like healing Health with magic should be less effective than healing HP is under the standard rules. It also feels like healing HP with healing magic is a bit off, if HP now truly represent not the ability to absorb damage, but the ability to avoid damage altogether.</p><p></p><p>Then there's poison and disease, which should probably be re-written to bypass HP and go straight to health.</p><p></p><p>At this point, I begin wondering if it's really worth all this trouble, just to have the hit point rules feel less wonky. Maybe. I really, really hate the idea of characters shrugging off damage from dragon bites because high level. Always have.</p><p></p><p></p><p></p><p>Thanks. The Wound Points and Hit Points thing is sort of like what I want, but I'd rather not change the balance of the game that much.</p><p></p><p></p><p></p><p>I hear that a lot from women who like horoscopes. I always wonder if it would still be true if I could swap all the horoscopes around for them beforehand, without them knowing. Meaning, those things are written to appeal to everyone.</p><p></p><p>Not that I'm poo-pooing MB, mind. I took it, too, and found it fairly accurate. Just wondering how many <em>other</em> assessments I could read and think, "hmm, yeah, that sounds like me, too!"</p><p></p><p></p><p></p><p>I dunno if I'm in the "sim crowd." I just think hit points are damned wonky, and stand out as damned wonky in a system where most things <em>don't</em> strike me as damned wonky. I can't help thinking that heroes in fiction usually stay alive by either not getting bitten full-on in the abdomen by the full-grown dragon, or wearing some really nice armor when they do.</p></blockquote><p></p>
[QUOTE="Morlock, post: 7672448, member: 6776981"] Distinguishing between a post disparaging an idea (e.g., "total fanboism"), and one disparaging a person as irrational or the like (e.g., "you're a total fanboi") should be fairly easy. And a critical skill for a moderator. Avoids escalating the situation by making obviously false accusations. Lol, that's so wrong (the idea? Get it? The idea?). 180 degrees wrong. *** Can't say I like these UA alternative HP rules, but I'm all for a non-standard approach to hps. I was thinking of making Con (or average of Con & Str) worth of a character/creatures's hit points into "Health" points. The rest of the hit point total would still be called hit points (though I'm amenable to a name change), but they don't represent damage taken, but rather damage avoided. They represent luck, fate, vitality, endurance, what have you. Once HP run out, the character starts taking damage, to Health. Hit Points can be healed with short or long rests, but Health is only regained slowly via bed rest, or through magical healing. And damage to Health is where stuff like permanent injury comes into play. Healing magic is where it gets tricky. It seems like healing Health with magic should be less effective than healing HP is under the standard rules. It also feels like healing HP with healing magic is a bit off, if HP now truly represent not the ability to absorb damage, but the ability to avoid damage altogether. Then there's poison and disease, which should probably be re-written to bypass HP and go straight to health. At this point, I begin wondering if it's really worth all this trouble, just to have the hit point rules feel less wonky. Maybe. I really, really hate the idea of characters shrugging off damage from dragon bites because high level. Always have. Thanks. The Wound Points and Hit Points thing is sort of like what I want, but I'd rather not change the balance of the game that much. I hear that a lot from women who like horoscopes. I always wonder if it would still be true if I could swap all the horoscopes around for them beforehand, without them knowing. Meaning, those things are written to appeal to everyone. Not that I'm poo-pooing MB, mind. I took it, too, and found it fairly accurate. Just wondering how many [i]other[/i] assessments I could read and think, "hmm, yeah, that sounds like me, too!" I dunno if I'm in the "sim crowd." I just think hit points are damned wonky, and stand out as damned wonky in a system where most things [i]don't[/i] strike me as damned wonky. I can't help thinking that heroes in fiction usually stay alive by either not getting bitten full-on in the abdomen by the full-grown dragon, or wearing some really nice armor when they do. [/QUOTE]
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