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General Tabletop Discussion
*TTRPGs General
The Issue of Hit Point Inflation and Related Materia
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<blockquote data-quote="Reynard" data-source="post: 4661854" data-attributes="member: 467"><p>This is an important point, I think. Inordinately high hit points for monsters tend to drive players in the direction of optimization, in no small part due to the fact that high hit point monsters also tend to have high damage capacities and/or other dangerous abilities. It's the same with save or die spells on the wizard's side: if the rogue can equal the wizard's fireball every round (speaking of 3E here) then it's far more efficient to take save or die spells in place of damage spells. Unfortunately, this takes fights from the "entirely too long" end of the spectrum to the "entirely too short" end of the spectrum. It becomes an initiative test when the greatsword wielding barbarian can hit for 100 points of damage, and so can the fire giant he's battling. One of them is going to die in very short order.</p><p></p><p>Optimization is easier in 3E than it is in any other edition, with the myriad of options available to PCs (especially if one includes splat books), but there have been "munchkins" and "power gamers" throughout the life of the game and will continue to be. But if hit points for monsters are reigned in (such as in 1E), optimization becomes a poor use of limited character building resources and you would likely see less of it.</p><p></p><p>One of the issues with fights lasting too long due to high hit point monsters is not just boredom (although this is certainly one downside; 4E combats bore me to tears after round 4 or 5, for example), but every round the monsters live, the more dangerous it is for the PCs. No one wants that ogre swinging its greatclub with impunity, so, again, we see optimization and "unfun" spell selection as a means to mitigate the creature's potential to kill a party member because it finally connects.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4661854, member: 467"] This is an important point, I think. Inordinately high hit points for monsters tend to drive players in the direction of optimization, in no small part due to the fact that high hit point monsters also tend to have high damage capacities and/or other dangerous abilities. It's the same with save or die spells on the wizard's side: if the rogue can equal the wizard's fireball every round (speaking of 3E here) then it's far more efficient to take save or die spells in place of damage spells. Unfortunately, this takes fights from the "entirely too long" end of the spectrum to the "entirely too short" end of the spectrum. It becomes an initiative test when the greatsword wielding barbarian can hit for 100 points of damage, and so can the fire giant he's battling. One of them is going to die in very short order. Optimization is easier in 3E than it is in any other edition, with the myriad of options available to PCs (especially if one includes splat books), but there have been "munchkins" and "power gamers" throughout the life of the game and will continue to be. But if hit points for monsters are reigned in (such as in 1E), optimization becomes a poor use of limited character building resources and you would likely see less of it. One of the issues with fights lasting too long due to high hit point monsters is not just boredom (although this is certainly one downside; 4E combats bore me to tears after round 4 or 5, for example), but every round the monsters live, the more dangerous it is for the PCs. No one wants that ogre swinging its greatclub with impunity, so, again, we see optimization and "unfun" spell selection as a means to mitigate the creature's potential to kill a party member because it finally connects. [/QUOTE]
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