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Power and Pathfinder Classes - Forked Thread: Pathfinder - sell me
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4785667" data-attributes="member: 94"><p>You've said this twice now with explaining it, so forgive me in advance if I have misunderstood you.</p><p></p><p>When you say that increasing PC hit points prolongs fights-- this factor alone, without any other changes-- it doesn't make any sense.</p><p></p><p>Because the contrary position is that you currently prefer for fights to end sooner, via the PCs falling unconscious sooner.</p><p></p><p>And I really don't understand how that makes for a better game.</p><p></p><p>How does having the PCs <em>lose sooner</em> make combats better?</p><p></p><p></p><p></p><p>No, but all classes should get a hit point boost at 1st level, when hit points are most important. A hit point boost (through whatever means) of 10 hit points at 1st level may double or triple the typical starting character's hit points, but by 10th level and beyond those 10 hit points will represent a relatively smaller increase.</p><p></p><p>And wizards and sorcerers get nothing from increased hit points other than survivability. Their increased survivability in combat, in the best case scenario for the player, simply means more opportunities to expend spell slot resources. This is not the case for the fighting classes (and to some extent clerics and druids) because they have good, zero-cost offensive choices.</p><p></p><p></p><p></p><p>I agree with you on this, but I think you place too much emphasis on hit points being a key differentiator between the classes. Hit points make for a very bland "flavor" differentiation and really work best when they work behind the scenes, as an essential but nearly invisible mechanic. The best, most flavorful differentiators between the classes are all <strong>external </strong>and <strong>observable</strong>-- things that an NPC "inside the game" could distinguish.</p><p></p><p>If all the PCs in a combat had identical hit points-- 100, 100, 100, 100-- and I told you nothing else about them, you would have no way of telling one role from another. </p><p></p><p>However if I described these four PCs in terms of armor and weaponry, spell selection, their tactical movement and positioning, fighting styles, etc. you would have a very easy time defining their classes and roles.</p><p></p><p>FYI-- your English is fine. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4785667, member: 94"] You've said this twice now with explaining it, so forgive me in advance if I have misunderstood you. When you say that increasing PC hit points prolongs fights-- this factor alone, without any other changes-- it doesn't make any sense. Because the contrary position is that you currently prefer for fights to end sooner, via the PCs falling unconscious sooner. And I really don't understand how that makes for a better game. How does having the PCs [I]lose sooner[/i] make combats better? No, but all classes should get a hit point boost at 1st level, when hit points are most important. A hit point boost (through whatever means) of 10 hit points at 1st level may double or triple the typical starting character's hit points, but by 10th level and beyond those 10 hit points will represent a relatively smaller increase. And wizards and sorcerers get nothing from increased hit points other than survivability. Their increased survivability in combat, in the best case scenario for the player, simply means more opportunities to expend spell slot resources. This is not the case for the fighting classes (and to some extent clerics and druids) because they have good, zero-cost offensive choices. I agree with you on this, but I think you place too much emphasis on hit points being a key differentiator between the classes. Hit points make for a very bland "flavor" differentiation and really work best when they work behind the scenes, as an essential but nearly invisible mechanic. The best, most flavorful differentiators between the classes are all [B]external [/B]and [B]observable[/B]-- things that an NPC "inside the game" could distinguish. If all the PCs in a combat had identical hit points-- 100, 100, 100, 100-- and I told you nothing else about them, you would have no way of telling one role from another. However if I described these four PCs in terms of armor and weaponry, spell selection, their tactical movement and positioning, fighting styles, etc. you would have a very easy time defining their classes and roles. FYI-- your English is fine. ;) [/QUOTE]
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