Frostmarrow
First Post
I'm thinking two pools of hit points: life and mana. That would take care of verisimilitude and highlight the differences between the sly wizard and the burly fighter.
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* Taking a shortcut to victory is a foolish notion. It shouldn't be possible. In fact, traditional saving thows is the work around to fix the shortcut problem. Something I don't have to worry about in this variant.
I was wondering, if hit points are abstract why is there a need for defenses (saves)? Why not just add a tag to any damage and that tag only comes into play if the target is reduced to zero hit points?
Say a Medusa shoots you with an arrow but you have hp left, it just means you were shot at. If she meets your gaze and you are reduced to zero hit points it means you are petrified. Why the need to short-circuit the perfect mechanic (hit points).
It works for anything: Trip, disarm, humiliate, intimidate, set ablaze, kick to the curb, snicker snack. Anything.
I was wondering, if hit points are abstract why is there a need for defenses (saves)? Why not just add a tag to any damage and that tag only comes into play if the target is reduced to zero hit points?
It is odd, isn't it, that physical wounds are treated like whittling, but other dangers are save-or-die? Getting hit -- in the D&D sense of not just getting touched with the weapon, but having your armor bypassed or overcome -- really does sound like a save-or-die situation -- or even a you-already-failed-your-save-and-die situation.Why do we have an ablative mechanic for hit points but not for anything else?
I'm thinking two pools of hit points: life and mana. That would take care of verisimilitude and highlight the differences between the sly wizard and the burly fighter.