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The Society of 3.5 Revisionists
Base Hitpoints: Containing the Ripple.
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<blockquote data-quote="Sylrae" data-source="post: 4529163" data-attributes="member: 48520"><p>Although I understand the logic behind a we behind the ears adventurer dying the first time hit with a sword due to lack of experience, character death in the first few sessions is a hugs joykill. And I do damage rolls out in the open, so I dont having to play DM god and allow the players to live (because theyll know i fudged the game).</p><p></p><p>So the first solution I came up with, which we used until this year, is that there was no such thing as characters with levels less than 3.</p><p>I've seen people use max hit points for all levels, but that makes all spellcasters roughly half as useful - I wont even play in a D&D game using that unless i make a melee character.</p><p></p><p>A way to still use level one characters that I came up with was to add a flat value to hit points.</p><p></p><p>First I came up with a flat 20. Then I tried CON Score. Then I Tried 10+ Con Score. What I came up with that seemd the best was.</p><p></p><p>9+(1/2 Con Score). It generates (in theory) numbers 10-18. Realistically its more like 14-18 (because players dont like HP Penalties). lol</p><p></p><p>This works great for the melee classes.. They just last longer.</p><p></p><p>Where the ripple comes in, is fr classes that rely primarily on limited resources. Casters, or Players with Monster Levels. These were designed with the assumption that the enemy would have 14-18 less hit points.</p><p></p><p>I have a couple proposed solutions. Tell me which are good, an give suggestions if you can.</p><p></p><p>1. Extra damage on damage spells: Allow the addition of Caster stat mod to the damage. So Magic Missile adds the Wizards int bonus to damage (for each missile. I'm not sure this is the best way to deal with it.</p><p></p><p>2. Extra Uses: Increase the number of uses for everything. This is kindof harder, because how much do you increase it by? at 14-18 extra hit ponts, that's roughly 3 levels of fighter in hit points (average hit points). So do you give a number of spells per day as if 3 levels higher (and increase the maximum number of times per day as well? How do you deal with the number of uses for Sus? (to clarify, you wouldnt get spells any earlier, you would just get a bigger number per day when you first gain the level.)</p><p></p><p>3. Other Suggestions?</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4529163, member: 48520"] Although I understand the logic behind a we behind the ears adventurer dying the first time hit with a sword due to lack of experience, character death in the first few sessions is a hugs joykill. And I do damage rolls out in the open, so I dont having to play DM god and allow the players to live (because theyll know i fudged the game). So the first solution I came up with, which we used until this year, is that there was no such thing as characters with levels less than 3. I've seen people use max hit points for all levels, but that makes all spellcasters roughly half as useful - I wont even play in a D&D game using that unless i make a melee character. A way to still use level one characters that I came up with was to add a flat value to hit points. First I came up with a flat 20. Then I tried CON Score. Then I Tried 10+ Con Score. What I came up with that seemd the best was. 9+(1/2 Con Score). It generates (in theory) numbers 10-18. Realistically its more like 14-18 (because players dont like HP Penalties). lol This works great for the melee classes.. They just last longer. Where the ripple comes in, is fr classes that rely primarily on limited resources. Casters, or Players with Monster Levels. These were designed with the assumption that the enemy would have 14-18 less hit points. I have a couple proposed solutions. Tell me which are good, an give suggestions if you can. 1. Extra damage on damage spells: Allow the addition of Caster stat mod to the damage. So Magic Missile adds the Wizards int bonus to damage (for each missile. I'm not sure this is the best way to deal with it. 2. Extra Uses: Increase the number of uses for everything. This is kindof harder, because how much do you increase it by? at 14-18 extra hit ponts, that's roughly 3 levels of fighter in hit points (average hit points). So do you give a number of spells per day as if 3 levels higher (and increase the maximum number of times per day as well? How do you deal with the number of uses for Sus? (to clarify, you wouldnt get spells any earlier, you would just get a bigger number per day when you first gain the level.) 3. Other Suggestions? [/QUOTE]
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