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Worlds of Design: Human vs. Superhuman
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<blockquote data-quote="Scott Christian" data-source="post: 8272020" data-attributes="member: 6901101"><p>I think this is the only way to go, especially when using 5e's rule.</p><p></p><p>I've thought about it a bit, and the only real way I've come up with to satisfy both camps (6e dreams that will never happen <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) would be to actually differentiate between the physical and "other" HPs.</p><p></p><p>An example might look like: endurance + luck + courage. This would represent your "other points." You lose these before your health points. Endurance could be calculated by class, luck could come from race and courage could come from background. Then health points would only and always be 3-5 depending on <em>PC</em> size. Small = 3, medium = 4, and large = 5. Once your "other points" drop to zero, the next time you are hit, the attacker rolls a 4 sided die. (Always a 4 sided die. Let's make that thing useful.)</p><p></p><p>Seems pretty dramatic to me. No death saves, because the other points are your warning. The "other points" heal every night. The health points take 1 a day. So being in a dungeon and dropping to 1 health might still be scary, even if you do heal your "other points" back.</p><p></p><p>This could also differentiate class spells. For example, that paladin might heal those courage points, the bard might give you a bit of luck, and the cleric or druid could heal endurance. This might make really large creatures like giants better to fight (maybe they have 10 health points), albeit a bit more random. (Imagine getting the giant down and rolling ten 1s in a row!)</p><p></p><p>Lastly, I think it might do two things for the game. Stop the argument over halflings and goliaths. (As a side bonus it would also let players play the mix and match game during character creation quite a bit). And help DMs with descriptions of combat. Losing those "other points" is a very different description than losing health.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8272020, member: 6901101"] I think this is the only way to go, especially when using 5e's rule. I've thought about it a bit, and the only real way I've come up with to satisfy both camps (6e dreams that will never happen ;) ) would be to actually differentiate between the physical and "other" HPs. An example might look like: endurance + luck + courage. This would represent your "other points." You lose these before your health points. Endurance could be calculated by class, luck could come from race and courage could come from background. Then health points would only and always be 3-5 depending on [I]PC[/I] size. Small = 3, medium = 4, and large = 5. Once your "other points" drop to zero, the next time you are hit, the attacker rolls a 4 sided die. (Always a 4 sided die. Let's make that thing useful.) Seems pretty dramatic to me. No death saves, because the other points are your warning. The "other points" heal every night. The health points take 1 a day. So being in a dungeon and dropping to 1 health might still be scary, even if you do heal your "other points" back. This could also differentiate class spells. For example, that paladin might heal those courage points, the bard might give you a bit of luck, and the cleric or druid could heal endurance. This might make really large creatures like giants better to fight (maybe they have 10 health points), albeit a bit more random. (Imagine getting the giant down and rolling ten 1s in a row!) Lastly, I think it might do two things for the game. Stop the argument over halflings and goliaths. (As a side bonus it would also let players play the mix and match game during character creation quite a bit). And help DMs with descriptions of combat. Losing those "other points" is a very different description than losing health. [/QUOTE]
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