First off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc). ‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but...
View full commentFirst off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc).
‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but it’s not how I see ‘Hit Points’ in DnD. Maybe I could even get behind your definition if it works well, except for this:
By stating that this is how you view ‘Hit Points’, and making that part of the Core system, you are taking away how I see ‘Hit Points’ and replacing them with your version. I don’t want you telling me how to play a class, or what roles a class should fill. So don’t try and tell me how I should view ‘Hit Points’, either.
Also, it ties into another problem with DnDNext that, as I understand it, is still being worked on. That is the Armor situation. People take M.Mearls definition of ‘Hit Points’ and use it to rationalize why Armor makes PC’s harder to hit, rather than provides protection from damage. I don’t like that Armor works like that in DnD, and always house-rule it differently. So don’t force your definition of ‘Hit Points’ on me, because I have more than one reason to ignore it.
//Also, players are only allowed to personally tackle one Challenge per ATU. They can have side adventures (as many as the DM allows) but when they deal with a Challenge they have to pass the ATU before the next one.// My party sees this part of the system as a problem to their suspension of disbelief. Why not just solve a problem per day? What is stopping the party from solving everything on their own? Personally I think the system rocks! But I guess I need some help with coming up...
View full comment//Also, players are only allowed to personally tackle one Challenge per ATU. They can have side adventures (as many as the DM allows) but when they deal with a Challenge they have to pass the ATU before the next one.//
My party sees this part of the system as a problem to their suspension of disbelief. Why not just solve a problem per day? What is stopping the party from solving everything on their own?
Personally I think the system rocks! But I guess I need some help with coming up with challenges that take a full ATU to solve within a D&D adventure... or some different solution or something.
‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but...
View full comment