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Community
General Tabletop Discussion
*Dungeons & Dragons
A Compromise on Hit Points
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<blockquote data-quote="VinylTap" data-source="post: 6036747" data-attributes="member: 6697217"><p>I think its more of a play-style thing. Some people enjoy the brief frailty during the first few levels of a character's life. Its challenging, and you really have to think your moves through-- it creates a tension that's not there in the mid-late stages of the game. And the characters are so new that the investment is low, so its not so bad if he/she actually dies. Think of it like twinking in MMO's, some people just like a minimalist approach to the system, but like twinking, its obviously not for everyone. </p><p></p><p>On another level, I think its important to establish this low-powered game for the contrast of characters in mid to late levels. The bigger the power gap between early game to late/mid game, the better IMO. Players need something to compare their characters to, or its all a little meaningless-- the worse you are early, the more you'll appreciate being powerful later. +10 damage sounds much better when you remember doing only +1 damage, but its less exciting when you remember doing +5 damage to start off. And with regards to hit points, unless the threat of a '1 crit to unconsciousness' hit is real, the players won't feel the tension, and it won't be effective. </p><p></p><p>The only 2 issues I have is how long is takes to level up, early on. 10 encounters is a lot at level 1 (that being an arbitrary house-rule, but seems to be a pretty popular one-- or at least an ok average). I'd prefer to have my players level up on a per session basis until level 4, when the classes tend to finally come together. (This is from pathfinder experience, it could very well be earlier or later in Next)</p><p></p><p>The other problem I have with this "early low-power" state is it makes it really tough to create interesting low-level encounters because of the XP allotment.</p></blockquote><p></p>
[QUOTE="VinylTap, post: 6036747, member: 6697217"] I think its more of a play-style thing. Some people enjoy the brief frailty during the first few levels of a character's life. Its challenging, and you really have to think your moves through-- it creates a tension that's not there in the mid-late stages of the game. And the characters are so new that the investment is low, so its not so bad if he/she actually dies. Think of it like twinking in MMO's, some people just like a minimalist approach to the system, but like twinking, its obviously not for everyone. On another level, I think its important to establish this low-powered game for the contrast of characters in mid to late levels. The bigger the power gap between early game to late/mid game, the better IMO. Players need something to compare their characters to, or its all a little meaningless-- the worse you are early, the more you'll appreciate being powerful later. +10 damage sounds much better when you remember doing only +1 damage, but its less exciting when you remember doing +5 damage to start off. And with regards to hit points, unless the threat of a '1 crit to unconsciousness' hit is real, the players won't feel the tension, and it won't be effective. The only 2 issues I have is how long is takes to level up, early on. 10 encounters is a lot at level 1 (that being an arbitrary house-rule, but seems to be a pretty popular one-- or at least an ok average). I'd prefer to have my players level up on a per session basis until level 4, when the classes tend to finally come together. (This is from pathfinder experience, it could very well be earlier or later in Next) The other problem I have with this "early low-power" state is it makes it really tough to create interesting low-level encounters because of the XP allotment. [/QUOTE]
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A Compromise on Hit Points
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