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Ditch Hit Dice!
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<blockquote data-quote="Ulorian - Agent of Chaos" data-source="post: 1819642" data-attributes="member: 16668"><p>Thanks to everyone for all the replies!</p><p></p><p>I see what you're saying. If I were to tell you that I prefer Wounds/Vitality to hit points, would this monster class system seem more reasonable? See my response to RangerWickett's post below.</p><p></p><p>Cool.. I was thinking WP too, but didn't want to crowd my first post with too many details. Your flat WP by size category is interesting. Let me give you my initial (very rough) thoughts on WP for comparison: </p><p></p><p>Base WP (BWP) = Con + 1/2 Str</p><p></p><p>Fine - BWP * 1/8.</p><p>Diminutive - BWP * 1/4.</p><p>Tiny - BWP * 1/2.</p><p>Small - BWP * 3/4.</p><p>Medium - BWP.</p><p>Large - BWP * 1.25.</p><p>Huge - BWP * 2.</p><p>Gargantuan - BWP * 4.</p><p>Colossal - BWP * 8.</p><p></p><p>Now I see that your WP chart seems to scale more quickly at the high end, but because larger monsters have higher Str scores, my chart actually scales more quickly than it first appears.</p><p></p><p>Another difference I see between our two charts is that Medium and smaller creatures have more WP. Do you see any problems with that?</p><p></p><p>Yeah, it would be a lot of work.. I think this would be nice to see in 4.0. Seriously! I personally think that the way Hit Dice works now is one of the main reasons many folks complain that high-level D&D seems so broken, meaning that combat is geared around hitting a foe with a 'save or die' or setting up some ultimate defense tweaked to take advantage of that particular monster's weakness. It would be nice if the combat rules allowed high-level combat without making it a suicide mission.</p><p></p><p>I agree.</p><p></p><p>Not necessary.. here's why. Are you familiar with the 1E DMG? There were charts in the back which broke down every special ability a monster could have and assigned an XP value to them. Grim Tales (BadAxe games) has a similar, and much more comprehensive system: all special abilties, size categories, movement rates, etc. have a CR adjustment assigned to them. To calculate a PC's or monster's CR, add up the individual CRs for all the properties of the creature. Grim Tales also advocates getting rid of LA and ECL - a very cool idea. This Grim Tales system doesn't require you to balance classes: the amount of XP you receive from an encounter is dependent on your CR. If your entire party is level 4 but one person contracts lycanthropy which adds, say, 2.1 to his CR, he will receive commensurately fewer XP from any encounter in which the group participates. This nicely reflects the fact that the encounter wasn't as challenging for the were-PC as it was for everybody else.</p><p></p><p>This is a neat idea - I'm going to give this some thought.</p><p></p><p>One thing though.. I don't like Con increase/Dex decrease with size. I think that Str is the only stat that is size-dependent. Admittedly, it is harder for a larger creature to perform certain feats of dexterity than it is for a smaller one (e.g. threading a needle, assuming the needle is sized for humans). This is more a function of the tools being too small for the large creature, rather than a function of the creature's clumsiness. I can see circumstance-based skill penalties for certain Dex-oriented tasks instead. Also, for combat situations, this is be reflected in size categories providing attack/AC bonuses/penalties.</p><p></p><p>I'm glad you like it!</p><p></p><p>Though I'm more of a WP/Vitality fan myself, I think this is a neat hit point variant. This looks like base HP are higher, but don't increase as quickly due to the fact that Con only affects base HP.</p><p></p><p>Edit: fixed grammar</p></blockquote><p></p>
[QUOTE="Ulorian - Agent of Chaos, post: 1819642, member: 16668"] Thanks to everyone for all the replies! I see what you're saying. If I were to tell you that I prefer Wounds/Vitality to hit points, would this monster class system seem more reasonable? See my response to RangerWickett's post below. Cool.. I was thinking WP too, but didn't want to crowd my first post with too many details. Your flat WP by size category is interesting. Let me give you my initial (very rough) thoughts on WP for comparison: Base WP (BWP) = Con + 1/2 Str Fine - BWP * 1/8. Diminutive - BWP * 1/4. Tiny - BWP * 1/2. Small - BWP * 3/4. Medium - BWP. Large - BWP * 1.25. Huge - BWP * 2. Gargantuan - BWP * 4. Colossal - BWP * 8. Now I see that your WP chart seems to scale more quickly at the high end, but because larger monsters have higher Str scores, my chart actually scales more quickly than it first appears. Another difference I see between our two charts is that Medium and smaller creatures have more WP. Do you see any problems with that? Yeah, it would be a lot of work.. I think this would be nice to see in 4.0. Seriously! I personally think that the way Hit Dice works now is one of the main reasons many folks complain that high-level D&D seems so broken, meaning that combat is geared around hitting a foe with a 'save or die' or setting up some ultimate defense tweaked to take advantage of that particular monster's weakness. It would be nice if the combat rules allowed high-level combat without making it a suicide mission. I agree. Not necessary.. here's why. Are you familiar with the 1E DMG? There were charts in the back which broke down every special ability a monster could have and assigned an XP value to them. Grim Tales (BadAxe games) has a similar, and much more comprehensive system: all special abilties, size categories, movement rates, etc. have a CR adjustment assigned to them. To calculate a PC's or monster's CR, add up the individual CRs for all the properties of the creature. Grim Tales also advocates getting rid of LA and ECL - a very cool idea. This Grim Tales system doesn't require you to balance classes: the amount of XP you receive from an encounter is dependent on your CR. If your entire party is level 4 but one person contracts lycanthropy which adds, say, 2.1 to his CR, he will receive commensurately fewer XP from any encounter in which the group participates. This nicely reflects the fact that the encounter wasn't as challenging for the were-PC as it was for everybody else. This is a neat idea - I'm going to give this some thought. One thing though.. I don't like Con increase/Dex decrease with size. I think that Str is the only stat that is size-dependent. Admittedly, it is harder for a larger creature to perform certain feats of dexterity than it is for a smaller one (e.g. threading a needle, assuming the needle is sized for humans). This is more a function of the tools being too small for the large creature, rather than a function of the creature's clumsiness. I can see circumstance-based skill penalties for certain Dex-oriented tasks instead. Also, for combat situations, this is be reflected in size categories providing attack/AC bonuses/penalties. I'm glad you like it! Though I'm more of a WP/Vitality fan myself, I think this is a neat hit point variant. This looks like base HP are higher, but don't increase as quickly due to the fact that Con only affects base HP. Edit: fixed grammar [/QUOTE]
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