Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Critiquing the System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="toucanbuzz" data-source="post: 7874811" data-attributes="member: 19270"><p>Is this a philosophical angle (what do hit points actually represent) or a mechanical issue (scaling threats)?</p><p></p><p>If it's philosophical, you could adopt a Vitality system (replaces death saves with a small pool of vitality that represents the actual damage the body can take), wherein hit points reflect the ability to avoid lethal damage and mitigate harm, improving over time with experience, and vitality almost never changes (because one direct hit from a giant's club will kill any humanoid).</p><p></p><p>If it's mechanical, that's an ongoing battle. AD&D capped hit points but didn't cap spell damage, making high level play unbalanced but preserving some lower level threats. On these forums during 3rd edition, a homebrew called <strong>E6 </strong>was created to cap games at 6th level and provide balanced benefits for adventuring past that level that kept games grounded instead of spiraling into feeling like DC Comics (TM) superheroes.</p><p></p><p> </p><p></p><p>D&D began by making classes feel special. Only the fighter was good with weapons. Only the rogue could disable traps. Only the cleric could heal. You felt awesome when only YOUR character could save the day. You got your chance to shine in the spotlight. Anything that denigrates the classes by blending them into utility of other classes takes from that. Personally, whatever you want to call it, I'm a fan of anything that makes the classes more unique.</p><p></p><p> I don't use it but that's because I don't see the need for it. Fun as a reward for new players, fun as a "hero point" to help save the day, but to each their own. Plenty of blogs out there how to make it more prominent and meaningful.</p><p></p><p> I don't think they ever have been. House rules can fix this. Don't like long bows (which require historically around 150 to 200 pounds of pull to fire) relying on DEX? Change it. Don't like Dexterity affecting everything under the sun? Switch to a system that applies Intelligence (quicker thinking) to Initiative, for example. </p><p></p><p>Ultimately, I love the system. I think they didn't do a good job with solo monsters or CR at high level, but the more I run games, the better I get what is a good challenge, and the better I get at fixing these things without needing an overhaul. For example, the demon lords in <em> Out of the Abyss </em> are pathetically weak for CR23 monsters. So, I added a bit of homebrew: max hit points, immune to non-magical weapons, resistant to anything less than +3 weapons, added some major spell abilities that they used to have, gave them rakshasa style magic immunity (if they want). You do this, they become a major challenge. Same thing for anything else. </p><p></p><p>I feel they've given us a reminder from Gary Gygax's famous quote: “The secret we should never let the gamemasters know is that they <strong>don't need</strong> any <strong>rules</strong>.”</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7874811, member: 19270"] Is this a philosophical angle (what do hit points actually represent) or a mechanical issue (scaling threats)? If it's philosophical, you could adopt a Vitality system (replaces death saves with a small pool of vitality that represents the actual damage the body can take), wherein hit points reflect the ability to avoid lethal damage and mitigate harm, improving over time with experience, and vitality almost never changes (because one direct hit from a giant's club will kill any humanoid). If it's mechanical, that's an ongoing battle. AD&D capped hit points but didn't cap spell damage, making high level play unbalanced but preserving some lower level threats. On these forums during 3rd edition, a homebrew called [B]E6 [/B]was created to cap games at 6th level and provide balanced benefits for adventuring past that level that kept games grounded instead of spiraling into feeling like DC Comics (TM) superheroes. D&D began by making classes feel special. Only the fighter was good with weapons. Only the rogue could disable traps. Only the cleric could heal. You felt awesome when only YOUR character could save the day. You got your chance to shine in the spotlight. Anything that denigrates the classes by blending them into utility of other classes takes from that. Personally, whatever you want to call it, I'm a fan of anything that makes the classes more unique. I don't use it but that's because I don't see the need for it. Fun as a reward for new players, fun as a "hero point" to help save the day, but to each their own. Plenty of blogs out there how to make it more prominent and meaningful. I don't think they ever have been. House rules can fix this. Don't like long bows (which require historically around 150 to 200 pounds of pull to fire) relying on DEX? Change it. Don't like Dexterity affecting everything under the sun? Switch to a system that applies Intelligence (quicker thinking) to Initiative, for example. Ultimately, I love the system. I think they didn't do a good job with solo monsters or CR at high level, but the more I run games, the better I get what is a good challenge, and the better I get at fixing these things without needing an overhaul. For example, the demon lords in [I] Out of the Abyss [/I] are pathetically weak for CR23 monsters. So, I added a bit of homebrew: max hit points, immune to non-magical weapons, resistant to anything less than +3 weapons, added some major spell abilities that they used to have, gave them rakshasa style magic immunity (if they want). You do this, they become a major challenge. Same thing for anything else. I feel they've given us a reminder from Gary Gygax's famous quote: “The secret we should never let the gamemasters know is that they [B]don't need[/B] any [B]rules[/B].” [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Critiquing the System
Top