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L&L 5/21 - Hit Points, Our Old Friend
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<blockquote data-quote="Falling Icicle" data-source="post: 5916904" data-attributes="member: 17077"><p>I'm not at all happy with this article. First off, I really, really hope that we're not going back to rolling for hit points. Worst. Mechanic. <em>Ever</em>. It also seems that we're back to HP scaling multiplicatively, which leads to the stupidity of low level characters having single digit HPs and massive HP bloat at higher levels. It also leads to many things becoming obsolete at high levels like alchemist fire, which really shouldn't. Why should an experienced hero laugh at having a jar of napalm thrown in his face? And that's what he will do, when some poor fool wastes his turn on a piddly 1d6 damage attack at that level. Likewise, the 5d6 fireball is now more pathetic than ever. Sure, you can prepare that fireball in a higher level slot to do more damage, but why should you have to? If orcs and other low level monsters are supposed to remain credible threats throughout the game, then so should alchemist's fire and 3rd level fireballs.</p><p></p><p>I was really hoping they were going to dramatically scale the rate of HP gain back in this edition, as their early comments indicated. If they did, we wouldn't really need to have to jump through so many hoops to explain away the blatant unrealistic nature of HPs. Sure, they're going to be an "abstraction" either way, but they're a heck of alot more believable if characters don't have 20 <em>times</em> the number of HP at 20th level that they had at level 1.</p><p></p><p>As for non-magical healing, I don't really have a problem with that. I agree that being able to have an effective party without a cleric is a highly desirable goal. But this HD system just comes across as contrived and overly crunchy. Just let munane characters restore a % of their HP with each rest or something similary simple.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5916904, member: 17077"] I'm not at all happy with this article. First off, I really, really hope that we're not going back to rolling for hit points. Worst. Mechanic. [i]Ever[/i]. It also seems that we're back to HP scaling multiplicatively, which leads to the stupidity of low level characters having single digit HPs and massive HP bloat at higher levels. It also leads to many things becoming obsolete at high levels like alchemist fire, which really shouldn't. Why should an experienced hero laugh at having a jar of napalm thrown in his face? And that's what he will do, when some poor fool wastes his turn on a piddly 1d6 damage attack at that level. Likewise, the 5d6 fireball is now more pathetic than ever. Sure, you can prepare that fireball in a higher level slot to do more damage, but why should you have to? If orcs and other low level monsters are supposed to remain credible threats throughout the game, then so should alchemist's fire and 3rd level fireballs. I was really hoping they were going to dramatically scale the rate of HP gain back in this edition, as their early comments indicated. If they did, we wouldn't really need to have to jump through so many hoops to explain away the blatant unrealistic nature of HPs. Sure, they're going to be an "abstraction" either way, but they're a heck of alot more believable if characters don't have 20 [i]times[/i] the number of HP at 20th level that they had at level 1. As for non-magical healing, I don't really have a problem with that. I agree that being able to have an effective party without a cleric is a highly desirable goal. But this HD system just comes across as contrived and overly crunchy. Just let munane characters restore a % of their HP with each rest or something similary simple. [/QUOTE]
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L&L 5/21 - Hit Points, Our Old Friend
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