D&D General Things That Bug You

el-remmen

Moderator Emeritus
The gigantic handwave is that your fighter's training and experience are why your hit die is a d10 instead of a d8.

Right. A high HD and HP pool is defense. Taking the same HP damage that would kill all common folks and a good percentage of other PCs and continuing to fight is part of that fighter's training.

Back in 1E days, there was an optional Duelist class detailed in an issue of Dragon that made the argument that they had a d12 for HPs not because they were hulking like barbarians, but because they were good at defense and not getting winded when others begin to flag. That has long had an influence on how I see (and describe) hps.

Yes hps also represent physical durability of your flesh, but that is one abstract aspect of conglomeration of abstract aspects it represents. I can live with it.
 

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Lanefan

Victoria Rules
We’ve been over this, I’ve made myself very clear.

The number one problem is that you won’t stop saying “module”, you old men. Nineteen ninety-nine! That’s when “modules” stopped being a thing!

And even in the distant decades ago when “modules” were published - way to find the most boring word possible to use instead of “adventure.”

In conclusion, God you’re old.
Module? That's the newfangled term, kiddo.

They're supposed to be called 'dungeons'.
 




The gigantic handwave is that your fighter's training and experience are why your hit die is a d10 instead of a d8.
An additional 11 hit points by level 10 isn't going to last long if an enemy's chance to hit me jumps up 40 percentage points. Not to mention attacks with on hit effects and saves that are now much more likely to affect me.
 




An additional 11 hit points by level 10 isn't going to last long if an enemy's chance to hit me jumps up 40 percentage points. Not to mention attacks with on hit effects and saves that are now much more likely to affect me.

Like I said, gigantic handwave. Also, most of those on-hit effects impose either CON or STR saves.

Second handwave: heavy armor proficiency = your fighting skill largely revolves around maneuvering, positioning, and facing such that blows are deflected by your pauldrons or your greaves or your gigantic steel codpiece with the ruby-eyed skull on it, a skill that simply doesn't translate into unarmed fighting whatsoever.
 

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