>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.
In some cases a straight forward success/failure roll would do the
job, but there are times when it takes a bit of time to get a job
done.
And, yes, it is an attempt to provide a consistent method of
performing tasks or achieving goals that may take some time, and
where the amount of time needed could be variable.
Such as, say, traveling from city A to city B on roads with copious
traffic hazards.
>But it IS interesting.
Thanks.
>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
That is a bug. How do you handle impact caused major damage using my
variant? I'm open to suggestions.
Alan
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