Arbane
2011-05-26, 02:39 AM
...Well, okay, we do in True20, but most D&D/d20 variants use hitpoints to represent that character's plot-armor and skill at Not Dying.
I was thinking about Save or Suck spells the other day, and I was wondering - why not make a rule that players can use their hitpoints to boost saves? This might help alleviate the "rocket tag" aspect of high-level play a bit.
For example: Gronk Skullcleaver is hit by Finger of Death. He's got over 100 hitpoints. He needs a 25 to save, but he only rolls a 21. So he can spend 4 (That's probably way too cheap. Multiply it by something?) hitpoints to make the save, and keep trying to chop up the caster.
Would this make fighty-types too strong? Would it not change enough? It would definitely make uber-tough enemies even more of a pain to beat, as the former one-shot-kill spells just become another way to wear down HP.
I was thinking about Save or Suck spells the other day, and I was wondering - why not make a rule that players can use their hitpoints to boost saves? This might help alleviate the "rocket tag" aspect of high-level play a bit.
For example: Gronk Skullcleaver is hit by Finger of Death. He's got over 100 hitpoints. He needs a 25 to save, but he only rolls a 21. So he can spend 4 (That's probably way too cheap. Multiply it by something?) hitpoints to make the save, and keep trying to chop up the caster.
Would this make fighty-types too strong? Would it not change enough? It would definitely make uber-tough enemies even more of a pain to beat, as the former one-shot-kill spells just become another way to wear down HP.