>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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