Hello,
I decided to start posting every now and again also in English, translating those articles I am more fond of. There is also some desire to reach a wider audience. Well, that is my start then. For those, english mother tongues, visiting this page, please forgive any grammar mistake. As we say: it is what it is!
Written the necessary introduction, let us move to the topic of today: Ascending Hit Points.
I decided to start posting every now and again also in English, translating those articles I am more fond of. There is also some desire to reach a wider audience. Well, that is my start then. For those, english mother tongues, visiting this page, please forgive any grammar mistake. As we say: it is what it is!
Written the necessary introduction, let us move to the topic of today: Ascending Hit Points.
This
rule was originally created, (as far as I know), by Andy Bartlett, in fact I
read it for the first time on his blog Know
World, Old World. I thought the idea was brilliant, as one of the issue I always
had with Hit Points in general is the fact it results predictable for player to
judge, according to his current conditions, if an encounter or trap can be deadly (I have heard of characters
throwing themselves from a cliff, stating to the DM that the PC would have
suffered no more than 10D6 damage, saving that way from another deadlier unpredictable danger).
In
other words, with this rule we are trying to make players life more
difficult.