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The Issue of Hit Point Inflation and Related Materia
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<blockquote data-quote="Lanefan" data-source="post: 4661935" data-attributes="member: 29398"><p>Interesting to see just how dramatic the inflation has been.</p><p></p><p>That said, I found a long time ago I pretty much had to jump up the hit points of bigger 1e monsters (pretty much everything Ogres and up) so they'd last long enough to be interesting...either that, or I had to run gangs of 'em, and it's far easier to grok there being one big monster nobody's noticed in the hills instead of a whole village of 'em.</p><p></p><p>And, there is a second useful variable when it comes to making combats go on for more or less time: armour. Yes, the monsters usually have an assigned armour class, which is fine. But you can make a long-term difference to your campaign's combats if you make protective devices and jumped-up armour very hard to find for your PCs. Then, when necessary you can scale back a bit on some of the monsters' AC's as well, and - particularly in a 4e-style system with lots of h.p. - combats just go faster.</p><p></p><p>Believe me, there's nothing more boring than watching a combat where each side needs to roll about a natural 18 to hit the other...worst I've seen was an all-defense Fighter character fighting her own clone...38 rounds it took, before one of 'em went down.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4661935, member: 29398"] Interesting to see just how dramatic the inflation has been. That said, I found a long time ago I pretty much had to jump up the hit points of bigger 1e monsters (pretty much everything Ogres and up) so they'd last long enough to be interesting...either that, or I had to run gangs of 'em, and it's far easier to grok there being one big monster nobody's noticed in the hills instead of a whole village of 'em. And, there is a second useful variable when it comes to making combats go on for more or less time: armour. Yes, the monsters usually have an assigned armour class, which is fine. But you can make a long-term difference to your campaign's combats if you make protective devices and jumped-up armour very hard to find for your PCs. Then, when necessary you can scale back a bit on some of the monsters' AC's as well, and - particularly in a 4e-style system with lots of h.p. - combats just go faster. Believe me, there's nothing more boring than watching a combat where each side needs to roll about a natural 18 to hit the other...worst I've seen was an all-defense Fighter character fighting her own clone...38 rounds it took, before one of 'em went down. Lanefan [/QUOTE]
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