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Be honest, how long would it really take you to notice all of this stuff...?
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<blockquote data-quote="Lanefan" data-source="post: 6323429" data-attributes="member: 29398"><p>Yes they are. Hit points are every bit as much a part of a game-world creature's (or PC's) makeup as strength, wisdom, and AC. They're a part of what you are, their full potential changing as you advance in age/experience/whatever and their actual value changing as you take damage/injury and recover from such.</p><p></p><p>A-a-and here's where it goes off the rails again.</p><p></p><p>Even at 20th level nobody is going to reliably give out 146 h.p. damage on any hit (either that, or the numbers bloat has got *completely* out of hand!). That's what these clone-Giants had when you met 'em at 12th-level and that's what they should have now; which means giving them only 1 h.p. in fact reduces their threat level considerably as they (on average) won't be around as long as they would if they had their real h.p. (146) and thus will have fewer chances to roll that 19.</p><p></p><p>And of course the obvious way to shatter this beyond recovery is to have your high-Dex. character (who can hit on a whim) whipping daggers at the enemies before or while charging into combat; all it takes is 1 point damage from the dagger and down goes the minion...a single thrown dagger should realistically never bring down a Giant no matter how good your crit. roll is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A creature's h.p. are part of its xp calculation in my system; and as I've mentioned already the threat does not remain constant when you minionize them.</p><p></p><p>Lan-"I have no idea how area-effect damage magic interacts with minions but I'm going to guess it isn't pretty"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6323429, member: 29398"] Yes they are. Hit points are every bit as much a part of a game-world creature's (or PC's) makeup as strength, wisdom, and AC. They're a part of what you are, their full potential changing as you advance in age/experience/whatever and their actual value changing as you take damage/injury and recover from such. A-a-and here's where it goes off the rails again. Even at 20th level nobody is going to reliably give out 146 h.p. damage on any hit (either that, or the numbers bloat has got *completely* out of hand!). That's what these clone-Giants had when you met 'em at 12th-level and that's what they should have now; which means giving them only 1 h.p. in fact reduces their threat level considerably as they (on average) won't be around as long as they would if they had their real h.p. (146) and thus will have fewer chances to roll that 19. And of course the obvious way to shatter this beyond recovery is to have your high-Dex. character (who can hit on a whim) whipping daggers at the enemies before or while charging into combat; all it takes is 1 point damage from the dagger and down goes the minion...a single thrown dagger should realistically never bring down a Giant no matter how good your crit. roll is. :) A creature's h.p. are part of its xp calculation in my system; and as I've mentioned already the threat does not remain constant when you minionize them. Lan-"I have no idea how area-effect damage magic interacts with minions but I'm going to guess it isn't pretty"-efan [/QUOTE]
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