|
It is currently Wed May 22, 2013 12:33 pm
|
View unanswered posts | View active topics
| Author |
Message |
|
Freemage
ZCE's Grandmother's Quantum Cat
Joined: Mon Aug 18, 2008 12:02 pm Posts: 5556
|
 Re: Hit Points as a Currency
Lord Foul wrote: It's an interesting idea, but how would this affect healing spells and other curative abilities of characters? Healing a wound is quite easy to visualise and imagine, helping the character to role-play the scene. But what would a Cure Light Wounds spell do under this system? That's why I like fate/fortune as the backdrop, rather than merely 'dodge points'--surely, a blessing from the gods is capable of restoring one's pool of good fortune?
_________________ You say "wankery" like it's a bad thing.
|
| Wed Apr 25, 2012 2:08 pm |
|
 |
|
Addicted2aa
Monostat Fanfic Writer
Joined: Tue May 31, 2011 5:20 pm Posts: 1860 Location: The spot
|
 Re: Hit Points as a Currency
Lord Foul wrote: It's an interesting idea, but how would this affect healing spells and other curative abilities of characters? Healing a wound is quite easy to visualise and imagine, helping the character to role-play the scene. But what would a Cure Light Wounds spell do under this system? Well if the avoidance is skinned as things like, the blade is turned and instead hits you with the flat, leaving a bruise, or you get your blade in the way enough to slow but not stop the momentum so you receive a small cut, they work the same as they do now. While a person can ignore small injuries during a fight and maybe for one or two fights after, eventually they will wear you down. I would use it as more an energy restorative. After a fight, even if you avoided being hit for most of it, you will be exhausted if moving in armor, carrying large backpacks, and swinging metal weapons. Avoiding damage will take a toll on your ability to move in the future, making you a half step slower. Not enough to cause you to be unable to fight but maybe that near miss can't be quite avoided next time. Cure wounds will turn into a Gatorade bottle or a 5 hour energy shot essentially. Giving you the burst you need to make it through the next fight
_________________ Peace and Love -Ringo
|
| Wed Apr 25, 2012 2:12 pm |
|
 |
|
Lord Foul
Posts are 70% derisive diatribe and 30% poorly presented advice
Joined: Wed Aug 13, 2008 9:23 am Posts: 34301 Location: Great Britain
|
 Re: Hit Points as a Currency
Freemage wrote: Lord Foul wrote: It's an interesting idea, but how would this affect healing spells and other curative abilities of characters? Healing a wound is quite easy to visualise and imagine, helping the character to role-play the scene. But what would a Cure Light Wounds spell do under this system? That's why I like fate/fortune as the backdrop, rather than merely 'dodge points'--surely, a blessing from the gods is capable of restoring one's pool of good fortune? Yes, but somehow (to me) it just doesn't feel as 'real' as tending a bleeding stab wound or a bite oozing with venom. In a game where the role of "healer" is so well established, it seems like this robs that character of one of his main functions, replacing it with a kind of mystic ATM role instead.
_________________ "...with frikin' lasers!"
|
| Wed Apr 25, 2012 2:15 pm |
|
 |
|
Freemage
ZCE's Grandmother's Quantum Cat
Joined: Mon Aug 18, 2008 12:02 pm Posts: 5556
|
 Re: Hit Points as a Currency
Lord Foul wrote: Freemage wrote: Lord Foul wrote: It's an interesting idea, but how would this affect healing spells and other curative abilities of characters? Healing a wound is quite easy to visualise and imagine, helping the character to role-play the scene. But what would a Cure Light Wounds spell do under this system? That's why I like fate/fortune as the backdrop, rather than merely 'dodge points'--surely, a blessing from the gods is capable of restoring one's pool of good fortune? Yes, but somehow (to me) it just doesn't feel as 'real' as tending a bleeding stab wound or a bite oozing with venom. In a game where the role of "healer" is so well established, it seems like this robs that character of one of his main functions, replacing it with a kind of mystic ATM role instead. I won't deny that there's an alteration, but divine magic also is responsible for most of the other, more physical healing magic, as well (Cure Disease, Slow/Cure Poison, Restoration, Raise Dead and so on). To my way of thinking, the notion of them restoring their companion's good fortune is actually more... thematic, I guess? to their being the agent of their god than having them serve as walking First Aid kits. Of course, really, the spell names need to change for this to hold well--Cure Light Wounds to something like Lesser Aid Destiny, or somesuch.
_________________ You say "wankery" like it's a bad thing.
|
| Wed Apr 25, 2012 2:26 pm |
|
 |
|
Addicted2aa
Monostat Fanfic Writer
Joined: Tue May 31, 2011 5:20 pm Posts: 1860 Location: The spot
|
 Re: Hit Points as a Currency
Lord Foul wrote: Freemage wrote: Lord Foul wrote: It's an interesting idea, but how would this affect healing spells and other curative abilities of characters? Healing a wound is quite easy to visualise and imagine, helping the character to role-play the scene. But what would a Cure Light Wounds spell do under this system? That's why I like fate/fortune as the backdrop, rather than merely 'dodge points'--surely, a blessing from the gods is capable of restoring one's pool of good fortune? Yes, but somehow (to me) it just doesn't feel as 'real' as tending a bleeding stab wound or a bite oozing with venom. In a game where the role of "healer" is so well established, it seems like this robs that character of one of his main functions, replacing it with a kind of mystic ATM role instead. Furthermore, that means the characters are aware of their "luck pool." I think that changes the magic of the world, even if only in a pure fluff sense, which will have consequences on the way PC's and NPC's act and treat the world. The idea that everyone has a temporarily finite amount of luck and that they can use it to do things, like survive jumping off a cliff, creates a very interesting world, but one that feels like it is significantly different from traditional D&D ones.
_________________ Peace and Love -Ringo
|
| Wed Apr 25, 2012 2:29 pm |
|
 |
|
Lord Foul
Posts are 70% derisive diatribe and 30% poorly presented advice
Joined: Wed Aug 13, 2008 9:23 am Posts: 34301 Location: Great Britain
|
 Re: Hit Points as a Currency
Addicted2aa wrote: Furthermore, that means the characters are aware of their "luck pool." I think that changes the magic of the world, even if only in a pure fluff sense, which will have consequences on the way PC's and NPC's act and treat the world. The idea that everyone has a temporarily finite amount of luck and that they can use it to do things, like survive jumping off a cliff, creates a very interesting world, but one that feels like it is significantly different from traditional D&D ones. Good point. I would find that harder to get into the mindset; the suspension of disbelief, whatever you want to call it. It's too abstract. It would almost be like your character actually carrying dice around and rolling them to perform ability checks.
_________________ "...with frikin' lasers!"
|
| Wed Apr 25, 2012 2:34 pm |
|
 |
|
Freemage
ZCE's Grandmother's Quantum Cat
Joined: Mon Aug 18, 2008 12:02 pm Posts: 5556
|
 Re: Hit Points as a Currency
Lord Foul wrote: Addicted2aa wrote: Furthermore, that means the characters are aware of their "luck pool." I think that changes the magic of the world, even if only in a pure fluff sense, which will have consequences on the way PC's and NPC's act and treat the world. The idea that everyone has a temporarily finite amount of luck and that they can use it to do things, like survive jumping off a cliff, creates a very interesting world, but one that feels like it is significantly different from traditional D&D ones. Good point. I would find that harder to get into the mindset; the suspension of disbelief, whatever you want to call it. It's too abstract. It would almost be like your character actually carrying dice around and rolling them to perform ability checks. Fair enough--it's a notion, not a One True Method. For me, suspension of disbelief is harder with the traditional interpretation of hit points as physical injury only, because of how that plays out (such as the aforementioned instance where someone knows he can survive a jump off a cliff because of his hit point total rather than believing himself protected by destiny). It's obviously gonna be a personal thing one way or the other.
_________________ You say "wankery" like it's a bad thing.
|
| Wed Apr 25, 2012 2:47 pm |
|
 |
|
iconoclast_
Chris's Cane Boy and or Girl
Joined: Fri Mar 13, 2009 12:59 am Posts: 212
|
 Re: Hit Points as a Currency
goatunit wrote: What if, instead of using hit points to represent damage taken, we used hit points as a currency that one spends to avoid being hit? In other words, your character gets "hit" by a longsword and takes 7 damage. You have 9 hp left, so you spend 7 of them to say you weren't stabbed. When you run out of hp, you can no longer buy off hits and so are stabbed or otherwise killed.
Does anyone interpret hit points this way? Cubicle 7 did that for their Dr. Who RPG. You start the game with 12 "story points" which are effectively your HP in the game. If you run out of Story Points, you either take damage to your stats, or if you're facing a Dalek, you die.
_________________ Link to the Setting a Month Project blog.
|
| Thu Apr 26, 2012 11:44 am |
|
 |
|
Citizen Joe
Myopic Sycophant
Joined: Wed Aug 13, 2008 4:09 pm Posts: 2603
|
 Re: Hit Points as a Currency
Try this: Hit points are a combination of fatigue and luck and even some skill. Once those are whittled away, you're not dead, just vulnerable. At that point you make saves vs. dying when struck to avoid injury.
|
| Thu Apr 26, 2012 1:36 pm |
|
 |
|
Knaight
( 1. Numbered List ( 2. Dan ) 3. Venn Diagram )
Joined: Tue Oct 07, 2008 6:15 pm Posts: 4254 Location: Fort Collins, CO
|
 Re: Hit Points as a Currency
Lord Foul wrote: Addicted2aa wrote: Furthermore, that means the characters are aware of their "luck pool." I think that changes the magic of the world, even if only in a pure fluff sense, which will have consequences on the way PC's and NPC's act and treat the world. The idea that everyone has a temporarily finite amount of luck and that they can use it to do things, like survive jumping off a cliff, creates a very interesting world, but one that feels like it is significantly different from traditional D&D ones. Good point. I would find that harder to get into the mindset; the suspension of disbelief, whatever you want to call it. It's too abstract. It would almost be like your character actually carrying dice around and rolling them to perform ability checks. I don't think that's necessarily the case. We're assuming that the character is making a conscious choice in to what spell they cast, and we don't need that - the player is doing so, but for all the character knows they are just annointing their companions with holy oil or whatever like they do after every potiential disaster averted by their god. That this happens to restore the luck pool is incidental, and it doesn't even have to - they can annoint, but the player can choose not to spend spells on it and f or it to not actually do anything. In short, the players are aware of their luck pool, but the characters don't have to be at all, which makes suspension of disbelief easier.
_________________ "The power of accurate observation is commonly called cynicism by those who have not got it." George Bernard Shaw
|
| Thu Apr 26, 2012 2:13 pm |
|
 |
|
Who is online |
Users browsing this forum: Justicar06 and 2 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|