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Base Hitpoints: Containing the Ripple.
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<blockquote data-quote="Tilenas" data-source="post: 4784018" data-attributes="member: 71414"><p>I see your points, and I'd like to clarify mine:</p><p></p><p> </p><p>Succeeding in an infinite number of Fort Saves isn't helping the goblin to stay conscious once he's on 0 WP, though. And as for the dying part: If you want to play it strictly by the rules, that's fine, but it's akin to keeping track of all enemies' negative HP, rolling every round to see if they become stable, and so on. I for one, usually hand-wave that part. So if the player's got the kobold down to -1 HP, it's usually still alive after the fight, but if he was dropped to -9, it's not so lucky. Same with the Fort Save under the WP/VP system.</p><p></p><p></p><p>I agree. I didn't express myself clearly there. What I meant was the arbitrary connection between size and hit dice, <strong>with hit dice granting not only HP, but also attack and save bonuses, skill points and feats. </strong></p><p></p><p></p><p>Again, my bad for not being clear. Recuperation time doesn't change with level, but depends on your class. Wizards heal up to 100% faster than Fighters. Depending on how you visualize the HP system, this might not be a problem (as the Fighter at 50% HP might already have a greater total than the fully healed Wizard).</p><p></p><p></p><p>Again, true that it's difficult to <strong>kill</strong> a character, but for my gaming purposes being at 0 WP, unconscious and out of the fight, is just as bad.</p><p>I still believe this system keeps players very well in check. They are going to think twice before they pick a fight in the Pirate Lord's tavern, even if they have 50, 100, or more VPs, as a couple of good swings are going to take them out like they would a low-level character.</p></blockquote><p></p>
[QUOTE="Tilenas, post: 4784018, member: 71414"] I see your points, and I'd like to clarify mine: Succeeding in an infinite number of Fort Saves isn't helping the goblin to stay conscious once he's on 0 WP, though. And as for the dying part: If you want to play it strictly by the rules, that's fine, but it's akin to keeping track of all enemies' negative HP, rolling every round to see if they become stable, and so on. I for one, usually hand-wave that part. So if the player's got the kobold down to -1 HP, it's usually still alive after the fight, but if he was dropped to -9, it's not so lucky. Same with the Fort Save under the WP/VP system. I agree. I didn't express myself clearly there. What I meant was the arbitrary connection between size and hit dice, [B]with hit dice granting not only HP, but also attack and save bonuses, skill points and feats. [/B] Again, my bad for not being clear. Recuperation time doesn't change with level, but depends on your class. Wizards heal up to 100% faster than Fighters. Depending on how you visualize the HP system, this might not be a problem (as the Fighter at 50% HP might already have a greater total than the fully healed Wizard). Again, true that it's difficult to [B]kill[/B] a character, but for my gaming purposes being at 0 WP, unconscious and out of the fight, is just as bad. I still believe this system keeps players very well in check. They are going to think twice before they pick a fight in the Pirate Lord's tavern, even if they have 50, 100, or more VPs, as a couple of good swings are going to take them out like they would a low-level character. [/QUOTE]
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