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General Tabletop Discussion
*Dungeons & Dragons
D&D Should Have Less HP Bloat
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<blockquote data-quote="doctorbadwolf" data-source="post: 8271225" data-attributes="member: 6704184"><p>I agree. In my homebrew TTRPG, we are playtesting a new system from the one we started with. In it, you’ve got a Health Score which is a damage threshold, and a Trauma track. If damage exceeds your Health, you take a Trauma. If you take the same kind of Trauma again, it upgrades to Major, then Severe, Trauma, and then knocks you out of the fight. You can also get knocked out of the fight by massive damage skipping the track.</p><p></p><p>But neither health nor damage scale much. Health is 10+Fortitude (which is from 1-6, but starts no higher than 4, and you can only have 2 attributes as high as 4, so more likely 3). You gain 1 Attribute Point per level*, and that’s it. If you spend AP on Fortitude, you can get as high as 16, from a min of 11. </p><p></p><p>The older/current system was more HP, and you began with 10+Fortitude HP, and also doesn’t scale much.</p><p></p><p>Damage also doesn’t scale much. What does scale is how often you can spend Attribute Points to use special abilities, upgrade success, and exert some control over the scene with stuff like declaring that you planned for what is happening and spending from Wits to have a tool you need or have an ally show up. </p><p> </p><p>*level is a feature that helps track appropriate challenge, and keep character math straight. Every 50 character points spent, you gain a level. All a level does is give you 1 Attribute Point, and 1 Skill Rank, to spend. You also gain skill ranks alongside character points, but that will probably get simplified soon.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8271225, member: 6704184"] I agree. In my homebrew TTRPG, we are playtesting a new system from the one we started with. In it, you’ve got a Health Score which is a damage threshold, and a Trauma track. If damage exceeds your Health, you take a Trauma. If you take the same kind of Trauma again, it upgrades to Major, then Severe, Trauma, and then knocks you out of the fight. You can also get knocked out of the fight by massive damage skipping the track. But neither health nor damage scale much. Health is 10+Fortitude (which is from 1-6, but starts no higher than 4, and you can only have 2 attributes as high as 4, so more likely 3). You gain 1 Attribute Point per level*, and that’s it. If you spend AP on Fortitude, you can get as high as 16, from a min of 11. The older/current system was more HP, and you began with 10+Fortitude HP, and also doesn’t scale much. Damage also doesn’t scale much. What does scale is how often you can spend Attribute Points to use special abilities, upgrade success, and exert some control over the scene with stuff like declaring that you planned for what is happening and spending from Wits to have a tool you need or have an ally show up. *level is a feature that helps track appropriate challenge, and keep character math straight. Every 50 character points spent, you gain a level. All a level does is give you 1 Attribute Point, and 1 Skill Rank, to spend. You also gain skill ranks alongside character points, but that will probably get simplified soon. [/QUOTE]
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D&D Should Have Less HP Bloat
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