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General Tabletop Discussion
*Dungeons & Dragons
What if Hit Points were the currency of the game rules?
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<blockquote data-quote="Harzel" data-source="post: 7883539" data-attributes="member: 6857506"><p>It's an interesting idea in the abstract, and if you built a game from the ground up to work that way, it seems like it could be ok. But in converting 5e to such a system I think it would be very challenging to tune the costs of using various features appropriately. Using spell points instead of slots is a similar change (though much smaller in scope), and certainly a major tension that arises there stems from using a common resource pool for features of greatly differing power - in the case of spell points, low-level spells vs. high-level spells. If high-powered features are not expensive enough relative to low-powered features, then you'll enable the high-powered features to be used much more than intended. OTOH if you make the high-powered features too expensive, then by foregoing a few uses of high-powered features, the low-powered features become effectively at-will. And, at least in the case of spell points, (IMO) no middle ground is satisfactory because in the middle you have both problems at once, that is, as you tune to alleviate one problem, the second rises up before you have gone far enough to tamp down the first.</p><p></p><p>With all features working off a common resource pool, it seems like you would just have this problem in spades. To be workable, it seems like features would need to be much less disparate in power level than 5e's are.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7883539, member: 6857506"] It's an interesting idea in the abstract, and if you built a game from the ground up to work that way, it seems like it could be ok. But in converting 5e to such a system I think it would be very challenging to tune the costs of using various features appropriately. Using spell points instead of slots is a similar change (though much smaller in scope), and certainly a major tension that arises there stems from using a common resource pool for features of greatly differing power - in the case of spell points, low-level spells vs. high-level spells. If high-powered features are not expensive enough relative to low-powered features, then you'll enable the high-powered features to be used much more than intended. OTOH if you make the high-powered features too expensive, then by foregoing a few uses of high-powered features, the low-powered features become effectively at-will. And, at least in the case of spell points, (IMO) no middle ground is satisfactory because in the middle you have both problems at once, that is, as you tune to alleviate one problem, the second rises up before you have gone far enough to tamp down the first. With all features working off a common resource pool, it seems like you would just have this problem in spades. To be workable, it seems like features would need to be much less disparate in power level than 5e's are. [/QUOTE]
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What if Hit Points were the currency of the game rules?
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