Hi, general lurker here, but this caught my eye cause wrapping my head
around HP's has always been a stumbler for me and some of my players.
>Here's something for folks to try out. It's a damage variant that
>extends it to non-combat situations.
>
>Here's how it works: Hit points are now a measure of roughly how long
>it takes to complete a task. In combat, how long it takes to defeat
>an opponent. We'll look at combat first.
I like how this rationalize's exactly what Hit Points are in combat, I'm not
sure what you are trying to accomplish by applying these to non-combat. Are
you simply trying to come up with a consistent way of determining how long
it takes to do something? Or something else? It seems like an awful lot of
rolling to just determine how long it takes to do something.
But it IS interesting.
Unfortunately why I got excited by this was I thought you were addressing
the issue of a CHARACTER'S hit points in non-combat situations. You know,
the ol' "why does someone who's gotten better at
fighting/spellcasting/thieving/etc. have a better chance of surviving a fall
off a cliff" issue. Which of course a completely different issue than you
are adressing :)
Troy
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