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L&L 5/21 - Hit Points, Our Old Friend
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<blockquote data-quote="pemerton" data-source="post: 5917187" data-attributes="member: 42582"><p>I've often said that levelling in 4e is very obviously not a reward mechanic (despite being labelled as such in the DMG) - for just the reasons you give!</p><p></p><p>It's a type of pacing mechanic, for supporting a steady change in the overall campaign situation (assuming the GM is using the published MMs/MVs, you start out fighting goblins and end up fighting Lolth), and for supporting the gradual increase in power complexity.</p><p></p><p>I think this is a big difference between 4e and by-the-Gygaxian-book AD&D. (I can't comment on 3E - I don't know it well enough in this respect. I think a lot of 2nd ed AD&D campaigns may have treated levelling a bit more like 4e does.)</p><p></p><p>Although Mearls also says that hit points reflect energy, experience, luck and cosmic significance. And I don't think any ratios were specified. In my 4e game, on the few occasions where I've used solos or elites that aren't especially big (some powerful wizards, some vampires) I've narrated their energy, experience and cosmic signficance along with their hit point loss.</p><p></p><p>I would be pretty surprised if D&dnext doesn't include plenty of high hp monsters of modest physical size (just as AD&D does, with its high level NPCs, its succubi with higher hit points than oxen, etc).</p><p></p><p>To put it another way - I think that there has always been an element of "assign hp first, supply ingame rationale later" in D&D monster design. 4e may have taken it to new heights, but I don't think it pioneered it.</p><p></p><p>As I've said, Mearls indicates bulk and mass as only one component of hp. After all, high level PCs presumably get more hp, without necessarily putting on weight!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5917187, member: 42582"] I've often said that levelling in 4e is very obviously not a reward mechanic (despite being labelled as such in the DMG) - for just the reasons you give! It's a type of pacing mechanic, for supporting a steady change in the overall campaign situation (assuming the GM is using the published MMs/MVs, you start out fighting goblins and end up fighting Lolth), and for supporting the gradual increase in power complexity. I think this is a big difference between 4e and by-the-Gygaxian-book AD&D. (I can't comment on 3E - I don't know it well enough in this respect. I think a lot of 2nd ed AD&D campaigns may have treated levelling a bit more like 4e does.) Although Mearls also says that hit points reflect energy, experience, luck and cosmic significance. And I don't think any ratios were specified. In my 4e game, on the few occasions where I've used solos or elites that aren't especially big (some powerful wizards, some vampires) I've narrated their energy, experience and cosmic signficance along with their hit point loss. I would be pretty surprised if D&dnext doesn't include plenty of high hp monsters of modest physical size (just as AD&D does, with its high level NPCs, its succubi with higher hit points than oxen, etc). To put it another way - I think that there has always been an element of "assign hp first, supply ingame rationale later" in D&D monster design. 4e may have taken it to new heights, but I don't think it pioneered it. As I've said, Mearls indicates bulk and mass as only one component of hp. After all, high level PCs presumably get more hp, without necessarily putting on weight! [/QUOTE]
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