Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What if Hit Points were the currency of the game rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aldarc" data-source="post: 7919392" data-attributes="member: 5142"><p>Except that's also how exactly it works in the Cypher System too, which works totally fine without the aforementioned problem, and this feeds into the next point. </p><p>In the Cypher System, characters have points in three stat pools: Might, Speed, and Intellect. Your baseline for these stats are determined by your starting Type, and you typically will get these boosted through your Descriptor, a handful that you can allocate of your choice, and maybe your Focus. These points are used to fuel your special abilities or to lower the TN of a check, which include Attack, Defense, or Skill rolls. This is called Effort, and there is a cap on how much Effort you can spend based upon your level/tier. </p><p></p><p>Enemies (or the Environment) may also cause damage to these tracks, with most physical attacks typically targeting Might. When any of these three Pools get to zero, then the character becomes Impaired. When any two of these Pools get to zero, then the character becomes Debilitated. When all three of these Pools get to zero, then the character is Dead. </p><p></p><p>So how can characters manage their Pools? One of the biggest methods is through Edge. When a character spends points from their pool, they can reduce the cost if they have the relevant Edge. For example, a Tier 1 Warrior would have a Might Edge 1, Speed Edge 0, and an Intellect Edge 0. This means that when they spend Might points a Might-based ability or Effort, they can reduce the Might cost by 1 point. But they would not have an Edge for Speed and Intellect based abilities or Effort. Characters get to increase the Edge of their choice by 1 every time they advance to the next Tier. A character's type, focus, or descriptor may also confer additional bonuses to one or more of their Edges. </p><p></p><p>Also, Armor serves as damage reduction. There is no AC in the game, because the characters make Defense rolls against enemies based upon the enemy's Difficulty: e.g., a character must roll a TN 15 or higher against an enemy with a Difficulty of 5 out of 10 (DC 5 x 3 = TN 15). The enemy's difficulty also determines damage, unless state otherwise. So a Difficulty 5 monster would deal 5 damage on a hit. </p><p></p><p>Characters can also make Recovery rolls where they can recover points for their Pools, but each time they make this check, the time before they can make their next Recovery roll becomes longer. </p><p></p><p>In play practice and not white room theorycrafting, the use of cool abilities in the Cypher System has never been the cause of death. In my 5 years of experience of running the Cypher System, I have not seen a player who felt force to choose between life and fun as described or play descend into a death spiral.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7919392, member: 5142"] Except that's also how exactly it works in the Cypher System too, which works totally fine without the aforementioned problem, and this feeds into the next point. In the Cypher System, characters have points in three stat pools: Might, Speed, and Intellect. Your baseline for these stats are determined by your starting Type, and you typically will get these boosted through your Descriptor, a handful that you can allocate of your choice, and maybe your Focus. These points are used to fuel your special abilities or to lower the TN of a check, which include Attack, Defense, or Skill rolls. This is called Effort, and there is a cap on how much Effort you can spend based upon your level/tier. Enemies (or the Environment) may also cause damage to these tracks, with most physical attacks typically targeting Might. When any of these three Pools get to zero, then the character becomes Impaired. When any two of these Pools get to zero, then the character becomes Debilitated. When all three of these Pools get to zero, then the character is Dead. So how can characters manage their Pools? One of the biggest methods is through Edge. When a character spends points from their pool, they can reduce the cost if they have the relevant Edge. For example, a Tier 1 Warrior would have a Might Edge 1, Speed Edge 0, and an Intellect Edge 0. This means that when they spend Might points a Might-based ability or Effort, they can reduce the Might cost by 1 point. But they would not have an Edge for Speed and Intellect based abilities or Effort. Characters get to increase the Edge of their choice by 1 every time they advance to the next Tier. A character's type, focus, or descriptor may also confer additional bonuses to one or more of their Edges. Also, Armor serves as damage reduction. There is no AC in the game, because the characters make Defense rolls against enemies based upon the enemy's Difficulty: e.g., a character must roll a TN 15 or higher against an enemy with a Difficulty of 5 out of 10 (DC 5 x 3 = TN 15). The enemy's difficulty also determines damage, unless state otherwise. So a Difficulty 5 monster would deal 5 damage on a hit. Characters can also make Recovery rolls where they can recover points for their Pools, but each time they make this check, the time before they can make their next Recovery roll becomes longer. In play practice and not white room theorycrafting, the use of cool abilities in the Cypher System has never been the cause of death. In my 5 years of experience of running the Cypher System, I have not seen a player who felt force to choose between life and fun as described or play descend into a death spiral. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What if Hit Points were the currency of the game rules?
Top