Proposal: HP or Not HP
timed out, final vote 6-1—Yoda
Adminned at 21 Jul 2008 20:52:02 UTC
Add a sub-rule titled “Health†to the rule “Character Sheets†with the following text:
Each Adventurer has an amount of Health Points (or HP, for short). Each Adventurer starts with 10 HP. If an action would cause an Adventurer’s HP to be set to a value greater than his Max Health, set it to his Max Health instead. Whenever an Adventurer’s Max Health rises, that Adventurer’s HP rises the same amount. Whenever an Adventurer’s HP is 0 or less, that Adventurer ceases to be part of any Party and is considered Dead for 48 hours, after which he is no longer considered Dead and his HP is set to 1. As long as an Adventurer is Dead, he may not join any Party.
Each Adventurer also has a Max Health. An Adventurer’s Max Health is always equal to 8 plus twice that Adventurer’s Bravery skill.
To “heal Target X HP†means to add X to the HP of Target. To “hit Target for Y HP†means to subtract Y from the HP of Target.
Non-Adventurer Characters (or NPCs, for short) also have HP and Max Health. A NPC’s HP and Max Health shall be set at the time of creation of the NPC. Whenever a NPC’s HP is 0 or less, it ceases to exist.
The Health of any Adventurer or NPC shall be shown as HP/Max Health.
I am mainly just trying to get HP started. The way this one is worded, if we want to make Max Health dependent on a different skill/attribute, we only have to change it in one place.
Clucky: he/himIdle
* Give everone a basic max HP of say, 8.
* Make attributes, items, and skills all potentially increase max HP. So like, an enchanted helm could give +5 max HP. And if you want, each bravery skill point gives 8 max HP. But saying “always equal to this” is too limiting.