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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: 4537732" data-attributes="member: 48520"><p>The idea is to prevent them from dying in one hit at level one, without having them start at a higher level (which is how I used to solve the problem, just assume everything is level 3 or higher).</p><p></p><p>The bonus hitpoint formula I came up with bove seems to be working great (we've played 2 sessions with it so far)</p><p></p><p>Basically, players get 9(half the max con score for a human) + half their con score. this is based on CON, but to a minimum of ten, which realistically gives 13-18 bonus hit points to each player.</p><p></p><p>For monsters I do the same, but cut the bonus hit points in half to make combat not take forever. For something like a boss I would use the full value.</p><p></p><p>The thing I'm saying is theoretically a problem (though it hasnt come up yet due to a low number of spellcasters in the game) is that the number of spells that a caster gets is still based on the assumption of the lack of extra hit points. </p><p></p><p>I'm thinking that means that the caster will have 3 levels less worth of spells overall </p><p></p><p>(14-18 bonus hit points, average of 15.5 = 15). Say a fighter, they average roughly 5 hit points per level, thus thats 3 levels of hit points.</p><p></p><p>the thing im wondering, is should I increase spells per day to compensate? Or is it not a big enough deal to worry about?</p><p></p><p>What about x/day limited class abilities? should they be increased as if by 3 levels higher per day?</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4537732, member: 48520"] The idea is to prevent them from dying in one hit at level one, without having them start at a higher level (which is how I used to solve the problem, just assume everything is level 3 or higher). The bonus hitpoint formula I came up with bove seems to be working great (we've played 2 sessions with it so far) Basically, players get 9(half the max con score for a human) + half their con score. this is based on CON, but to a minimum of ten, which realistically gives 13-18 bonus hit points to each player. For monsters I do the same, but cut the bonus hit points in half to make combat not take forever. For something like a boss I would use the full value. The thing I'm saying is theoretically a problem (though it hasnt come up yet due to a low number of spellcasters in the game) is that the number of spells that a caster gets is still based on the assumption of the lack of extra hit points. I'm thinking that means that the caster will have 3 levels less worth of spells overall (14-18 bonus hit points, average of 15.5 = 15). Say a fighter, they average roughly 5 hit points per level, thus thats 3 levels of hit points. the thing im wondering, is should I increase spells per day to compensate? Or is it not a big enough deal to worry about? What about x/day limited class abilities? should they be increased as if by 3 levels higher per day? [/QUOTE]
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Base Hitpoints: Containing the Ripple.
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