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A Compromise on Hit Points
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<blockquote data-quote="n00bdragon" data-source="post: 6034429" data-attributes="member: 6689371"><p>I like the solution of just starting at a higher level for more actiony games. Give people who want Diplomacy & Dirt Farmers their tiny hit points that die in one good sword swing. Then if you want a more powerful game start at whatever level seems right. There are two things this setup <strong>requires</strong> however:</p><p></p><p>1 - Character creation at any level has to be roughly equally simple. Creating a high level character in every previous edition has been an absolute nightmare if only for the sheer amount of choices you have to make.</p><p>2 - The value of a level needs to be equal between classes. A level 10 fighter needs to be just as useful and able to go adventuring in level 10 adventures as a level 10 wizard. Otherwise the "power level" of a game as defined by the level of its characters is utterly meaningless.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6034429, member: 6689371"] I like the solution of just starting at a higher level for more actiony games. Give people who want Diplomacy & Dirt Farmers their tiny hit points that die in one good sword swing. Then if you want a more powerful game start at whatever level seems right. There are two things this setup [B]requires[/B] however: 1 - Character creation at any level has to be roughly equally simple. Creating a high level character in every previous edition has been an absolute nightmare if only for the sheer amount of choices you have to make. 2 - The value of a level needs to be equal between classes. A level 10 fighter needs to be just as useful and able to go adventuring in level 10 adventures as a level 10 wizard. Otherwise the "power level" of a game as defined by the level of its characters is utterly meaningless. [/QUOTE]
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A Compromise on Hit Points
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