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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="Laurefindel" data-source="post: 7920062" data-attributes="member: 67296"><p>We tried playing with something similar once. Granted, it was 3ed and lacked a hit dice / short rest mechanics, but our observations were the following.</p><p></p><p>- by transcribing spell slots and powers into hp, either casters had a lot less spellcasting capacity, of martial suddenly had a lot more hp depending on the conversion unit. The higher the levels, the bigger the discrepancies were because of linear hp vs quadratic spell slots.</p><p></p><p>- taking damage meant casting less spells. That could be cool because it would force casters to play defensively but in effect, it was always a guessing game whether spending hp on defensive spells and ressources would addup to more lost hp than damage from monsters in the first place. That had a lot of impact on the conversion of spell slots to hp and hp to spells.</p><p></p><p>- healing could only distribute remaining hp among the group. Otherwise, more hp meant more healing spells which meant more hp which meant more healing spells etc. Hp conservation could be cool, but it changed D&D paradigm too much for our taste. Hit dice and long rest would mitigate that a bit.</p><p></p><p>- depending on conversion unit, casters would end-up having more hp than martial and could “tank” more and better. Not a problem in itself, but weird within D&D’s paradigm.</p><p></p><p>there was more, but that’s what I remember of it. Basically, casting spells became a sort of insurance against damage; spend some now to try to avoid losing more later.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7920062, member: 67296"] We tried playing with something similar once. Granted, it was 3ed and lacked a hit dice / short rest mechanics, but our observations were the following. - by transcribing spell slots and powers into hp, either casters had a lot less spellcasting capacity, of martial suddenly had a lot more hp depending on the conversion unit. The higher the levels, the bigger the discrepancies were because of linear hp vs quadratic spell slots. - taking damage meant casting less spells. That could be cool because it would force casters to play defensively but in effect, it was always a guessing game whether spending hp on defensive spells and ressources would addup to more lost hp than damage from monsters in the first place. That had a lot of impact on the conversion of spell slots to hp and hp to spells. - healing could only distribute remaining hp among the group. Otherwise, more hp meant more healing spells which meant more hp which meant more healing spells etc. Hp conservation could be cool, but it changed D&D paradigm too much for our taste. Hit dice and long rest would mitigate that a bit. - depending on conversion unit, casters would end-up having more hp than martial and could “tank” more and better. Not a problem in itself, but weird within D&D’s paradigm. there was more, but that’s what I remember of it. Basically, casting spells became a sort of insurance against damage; spend some now to try to avoid losing more later. [/QUOTE]
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What if Hit Points were the currency of the game rules?
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