So, I was reluctant to bother with HP and MP bars and such, as I believed it to be a little too micro-managey. However, I'm beginning to feel that maybe having a clear indicator of when exactly a character may become fatigued and how much they can handle would be a real asset. That, and I think everyone is used to the system enough now that they can handle a change.
A few things to reflect on before casting your vote:
1. I believe this move would severely weaken rpers who, up until now, have allowed their characters a high standard of skill and resilience.
2. On rolling, the system would change - instead of "success" or "fail," a roll would now represent the amount of damage inflicted. I believe that this still meshes with the nuances of the system, such as persons under the influence of Illusions having to make a "successful" roll to escape it. Actually, I believe a 1 or a 2 may still account for a complete miss.
3. Again on rolling, the proposed rolling change
found here. Would it still be feasible with the damage counter? Would smaller or larger increments of damage be better with a hp system? Leave your comments on this!
4. ...I'm so annoyed at myself, because I thought of a VERY important point on this earlier and as I was sleepy it slipped my mind while I was writing something else down =o= If I remember it I'll put it down.
Give your thoughts and comments!