tag:blogger.com,1999:blog-8311060361308252769.post2445955741891029173..comments2024-03-01T03:36:45.772-05:00Comments on THE WHEEL OF SAMSARA: Continuing Thought on Uniform ProgressionMatthew Slepinhttp://www.blogger.com/profile/04056247825064943944noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8311060361308252769.post-83017911055343671462009-09-17T14:45:48.497-04:002009-09-17T14:45:48.497-04:00That's a very interesting idea.That's a very interesting idea.Matthew Slepinhttps://www.blogger.com/profile/04056247825064943944noreply@blogger.comtag:blogger.com,1999:blog-8311060361308252769.post-11491562664009261732009-09-17T01:54:07.510-04:002009-09-17T01:54:07.510-04:00Here's what I do in Gods & Monsters: every...Here's what I do in Gods & Monsters: everyone gets d10 "survival points" at odd levels; they get d10 "verve" at even levels. Survival are exactly like hit points. Verve are exactly like hit points *when doing something archetypal*. So warriors get to use verve for hit points when fighting. Thieves get to use verve for hit points when doing thief things (failing a climb walls roll, for example); for thieves all rolls against agility (dexterity) are "thief things". This means that thieves always get to use verve as hit points when they are trying to evade something.Jerryhttps://www.blogger.com/profile/12518234031222836203noreply@blogger.com