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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="Tun Kai Poh" data-source="post: 7917348" data-attributes="member: 6761960"><p>I've had some fun with Gumshoe and Cypher, more with the former than the latter, although I'm not sure why. Ablative skill points seems to work quite well when there's a large pool of them like in Gumshoe. Not so much in Cypher where they seem to run out a lot faster.</p><p></p><p>Oddly I like one game where the number of points is actually quite low.</p><p></p><p>G. Michael Truran's Ghost Orbit space survival game treats <strong>every</strong> part of your character sheet as having hit points (usually 2 or 3 points). Every risky roll is a PbtA-style 2d6 roll that can yield a success (no cost), partial success (lose a point of something) or failure (lose a point of something). You can get an extra die roll if you risk TWO traits.</p><p></p><p>What this means is that players are in constant survival mode. Their Vitals (Calm, Face, Vigor) are always in danger of being dropped to zero, with varying results (unable to think, unable to persuade, unable to physically move and will die without aid). Their equipment gradually runs out of ammo, charge or just plain breaks. Augments (cyber implants) and Training can be bid instead of one of your Vitals if they apply, so they basically act as ablative armor for those traits...until they run out, when your core Vitals start getting risked instead.</p><p></p><p>It's actually quite stressful for players and is a lot of fun to run.</p><p></p><p>In Ghost Orbit, everything is hit points, and everything breaks. Your spacesuit. your skills. Your mind.</p><p></p><p>[URL unfurl="true"]http://bad-quail.itch.io/ghost-orbit[/URL]</p></blockquote><p></p>
[QUOTE="Tun Kai Poh, post: 7917348, member: 6761960"] I've had some fun with Gumshoe and Cypher, more with the former than the latter, although I'm not sure why. Ablative skill points seems to work quite well when there's a large pool of them like in Gumshoe. Not so much in Cypher where they seem to run out a lot faster. Oddly I like one game where the number of points is actually quite low. G. Michael Truran's Ghost Orbit space survival game treats [B]every[/B] part of your character sheet as having hit points (usually 2 or 3 points). Every risky roll is a PbtA-style 2d6 roll that can yield a success (no cost), partial success (lose a point of something) or failure (lose a point of something). You can get an extra die roll if you risk TWO traits. What this means is that players are in constant survival mode. Their Vitals (Calm, Face, Vigor) are always in danger of being dropped to zero, with varying results (unable to think, unable to persuade, unable to physically move and will die without aid). Their equipment gradually runs out of ammo, charge or just plain breaks. Augments (cyber implants) and Training can be bid instead of one of your Vitals if they apply, so they basically act as ablative armor for those traits...until they run out, when your core Vitals start getting risked instead. It's actually quite stressful for players and is a lot of fun to run. In Ghost Orbit, everything is hit points, and everything breaks. Your spacesuit. your skills. Your mind. [URL unfurl="true"]http://bad-quail.itch.io/ghost-orbit[/URL] [/QUOTE]
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What if Hit Points were the currency of the game rules?
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