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Beginning the game with +1 HD of Expert
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<blockquote data-quote="Spatzimaus" data-source="post: 3527129" data-attributes="member: 3051"><p>A bit. First, because you're adding a boost solely to the players, and that'll make things easier for them (especially at level 1). I've never been a fan of the rules that make PCs mechanically superior to NPCs. Higher stats, sure, they're the "above average" people, but giving them things no one else has (like Action Points in some systems) just annoys me a bit.</p><p></p><p>Second, by letting them get the CON bonus (and INT bonus for skills, presumably) you could make a BIG difference in number of hit points. On the other hand, if you don't let them have the CON and force them to roll the 1d6, you could have a level 1 expert with 20 CON and only one hit point.</p><p></p><p>Personally, I'd say it'd be better to just give them a flat 6 HP with no CON boost, but that's even more of a deviation from the standard mechanics.</p><p></p><p></p><p></p><p>Possibly, but my point is that you're throwing off balance quite a bit. Effectively, it's like giving every character Iron Will (+2 vs Will) for free. Any spells that allow Will saves just got noticeably weaker. In my experience, the will saves aren't really the biggest problem, as there are plenty of ways to protect from them (<em>protection from evil, mind blank, etc.</em>; it's the no-save stuff (<em>harm</em>) that's the bigger problem. It's not like giving every character a few extra HP; +2 vs Will stays just as useful at high levels.</p><p></p><p>Also, realize that those high-level Will saves are very all-or-nothing, there's no "save for half damage" like Reflex saves have. This isn't so noticeable when you're using solely core D&D, as there aren't many high-level <em>fireball</em> variants, but once you start adding splatbooks in (or use Psionics!), it's really apparent.</p><p></p><p>And <strong>NilesB</strong>:</p><p></p><p></p><p>I don't see how. For that ONE level, a level that doesn't even exist for purposes of CR/EL/etc., you get skill points that can only be spent on Craft/Profession. That's pretty much how the racial HD work in my system, and how the "Background" systems some people add work. Some people like the "gain 2 extra skill points every level, but they can only be spent on craft/profession/knowledge" variant.</p><p></p><p>If anything, you've got it backwards; if you COULD pick the more "rogueish" skills, there'd be little reason to take Rogue levels. This way, they're still on the playing field before; someone with 10 levels of Rogue will still have the same modifier to his rogue skills he did before, and will still be facing the same sorts of enemies; he'll just have a few ranks of other stuff, as well.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3527129, member: 3051"] A bit. First, because you're adding a boost solely to the players, and that'll make things easier for them (especially at level 1). I've never been a fan of the rules that make PCs mechanically superior to NPCs. Higher stats, sure, they're the "above average" people, but giving them things no one else has (like Action Points in some systems) just annoys me a bit. Second, by letting them get the CON bonus (and INT bonus for skills, presumably) you could make a BIG difference in number of hit points. On the other hand, if you don't let them have the CON and force them to roll the 1d6, you could have a level 1 expert with 20 CON and only one hit point. Personally, I'd say it'd be better to just give them a flat 6 HP with no CON boost, but that's even more of a deviation from the standard mechanics. Possibly, but my point is that you're throwing off balance quite a bit. Effectively, it's like giving every character Iron Will (+2 vs Will) for free. Any spells that allow Will saves just got noticeably weaker. In my experience, the will saves aren't really the biggest problem, as there are plenty of ways to protect from them ([i]protection from evil, mind blank, etc.[/i]; it's the no-save stuff ([i]harm[/i]) that's the bigger problem. It's not like giving every character a few extra HP; +2 vs Will stays just as useful at high levels. Also, realize that those high-level Will saves are very all-or-nothing, there's no "save for half damage" like Reflex saves have. This isn't so noticeable when you're using solely core D&D, as there aren't many high-level [i]fireball[/i] variants, but once you start adding splatbooks in (or use Psionics!), it's really apparent. And [b]NilesB[/b]: I don't see how. For that ONE level, a level that doesn't even exist for purposes of CR/EL/etc., you get skill points that can only be spent on Craft/Profession. That's pretty much how the racial HD work in my system, and how the "Background" systems some people add work. Some people like the "gain 2 extra skill points every level, but they can only be spent on craft/profession/knowledge" variant. If anything, you've got it backwards; if you COULD pick the more "rogueish" skills, there'd be little reason to take Rogue levels. This way, they're still on the playing field before; someone with 10 levels of Rogue will still have the same modifier to his rogue skills he did before, and will still be facing the same sorts of enemies; he'll just have a few ranks of other stuff, as well. [/QUOTE]
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