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General Tabletop Discussion
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What if Hit Points were the currency of the game rules?
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<blockquote data-quote="JeffB" data-source="post: 7883148" data-attributes="member: 518"><p>A few months ago, I came across a Dungeon World hack that was designed for Kids and people new to RPGs</p><p></p><p>The "Dungeons RPG" free download can be found <a href="https://drive.google.com/file/d/0B1FTeBGuIwMnX0prSnlOaTh5UU0/view?usp=sharing" target="_blank">HERE</a> . It has proven itself in providing a non intimidating RPG experience for my wife and young daughter where other games such as very basic versions of D&D have failed. But on to the main point-</p><p></p><p>In "Dungeons"- Hit Points are not just traditional hit points but are also "effort" used to fuel die rolls, spells, etc. For example-. The spellcasters have "at wills" but spend hit points to fuel more powerful spells. Fighters can spend a HP to fuel great feats of strength , or a Thief on "sneaky" abilities (and the HP provides a bonus to the roll that will eliminate complete failure). Druids spend a HP to shapeshift, etc etc.</p><p></p><p>Personally- in play I find it far more interesting than typical "resource management" like Vancian Casting, or per X rest, etc. It's much more simple, and the resource pool is much more valuable to players and raises the dramatic tension "I can spend a HP now to make sure I do X, but I'm going to be lower than I want for that fight I know is coming"</p><p></p><p>So what do folks think about a D&D game where class abilities/maneuvers/feats/stunts/ spells etc were all fueled by ONE easy to track resource- Hit Points? Then certainly the "idea" of hit points as drive/luck/endurance and their loss and quick return upon resting would make compete sense in the context of the game (though the term "hit" still does not).</p><p></p><p>P.S- Happy New Year all!</p></blockquote><p></p>
[QUOTE="JeffB, post: 7883148, member: 518"] A few months ago, I came across a Dungeon World hack that was designed for Kids and people new to RPGs The "Dungeons RPG" free download can be found [URL='https://drive.google.com/file/d/0B1FTeBGuIwMnX0prSnlOaTh5UU0/view?usp=sharing']HERE[/URL] . It has proven itself in providing a non intimidating RPG experience for my wife and young daughter where other games such as very basic versions of D&D have failed. But on to the main point- In "Dungeons"- Hit Points are not just traditional hit points but are also "effort" used to fuel die rolls, spells, etc. For example-. The spellcasters have "at wills" but spend hit points to fuel more powerful spells. Fighters can spend a HP to fuel great feats of strength , or a Thief on "sneaky" abilities (and the HP provides a bonus to the roll that will eliminate complete failure). Druids spend a HP to shapeshift, etc etc. Personally- in play I find it far more interesting than typical "resource management" like Vancian Casting, or per X rest, etc. It's much more simple, and the resource pool is much more valuable to players and raises the dramatic tension "I can spend a HP now to make sure I do X, but I'm going to be lower than I want for that fight I know is coming" So what do folks think about a D&D game where class abilities/maneuvers/feats/stunts/ spells etc were all fueled by ONE easy to track resource- Hit Points? Then certainly the "idea" of hit points as drive/luck/endurance and their loss and quick return upon resting would make compete sense in the context of the game (though the term "hit" still does not). P.S- Happy New Year all! [/QUOTE]
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What if Hit Points were the currency of the game rules?
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