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General Tabletop Discussion
*Dungeons & Dragons
Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate
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<blockquote data-quote="TiQuinn" data-source="post: 9767327" data-attributes="member: 4871"><p>I actually think this could work for a campaign in which characters have a set objective and ample time with which the HP pool could run out but it gets dicey towards the end, and you have a chance of underestimating the length of the campaign and your own encounter’s deadliness.</p><p></p><p>It does mean the characters are essentially superheroes at the beginning on the campaign and encounters early on have be designed with that in mind - the BBEG for a given level/part of the adventure may just be cannon fodder. It also means that PCs can just brute force some encounters. If an encounter involves a capture the flag type objective, the PCs can just rush the objective without real fear of not capturing the flag. It could mean that certain encounters don’t play out the way they may be conceived - just something to consider.</p><p></p><p>Where it may become an issue is the later part of a campaign. How can you as the DM know how much damage potential your encounters can cause versus how much storyline / how many levels are left in your game? Ideally, you want the players to start feeling the pinch of the hard cap on hit points as they are getting to the end of a campaign. Adventures tend to be designed that the BBEG can put out a lot of damage against a party that has plenty of resources including HP. But what if they’re down to 5% of their total HP and the last few encounters are capable of doing 100 points of damage in a round? My guess is you can’t play most published campaigns without dialing back and recalculating how difficult the late stage encounters are. </p><p></p><p>Case in point: Dungeon of the Mad Mage. This model would make the PCs feel godlike in the early levels. But as time goes on they’re fighting Liches, Beholders, multiple dragons, multiple high level spellcasters, mind flayers, etc. Each level towards the end can potentially involve several hundred points of HP damage output because it’s built with the idea of HP recovery.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9767327, member: 4871"] I actually think this could work for a campaign in which characters have a set objective and ample time with which the HP pool could run out but it gets dicey towards the end, and you have a chance of underestimating the length of the campaign and your own encounter’s deadliness. It does mean the characters are essentially superheroes at the beginning on the campaign and encounters early on have be designed with that in mind - the BBEG for a given level/part of the adventure may just be cannon fodder. It also means that PCs can just brute force some encounters. If an encounter involves a capture the flag type objective, the PCs can just rush the objective without real fear of not capturing the flag. It could mean that certain encounters don’t play out the way they may be conceived - just something to consider. Where it may become an issue is the later part of a campaign. How can you as the DM know how much damage potential your encounters can cause versus how much storyline / how many levels are left in your game? Ideally, you want the players to start feeling the pinch of the hard cap on hit points as they are getting to the end of a campaign. Adventures tend to be designed that the BBEG can put out a lot of damage against a party that has plenty of resources including HP. But what if they’re down to 5% of their total HP and the last few encounters are capable of doing 100 points of damage in a round? My guess is you can’t play most published campaigns without dialing back and recalculating how difficult the late stage encounters are. Case in point: Dungeon of the Mad Mage. This model would make the PCs feel godlike in the early levels. But as time goes on they’re fighting Liches, Beholders, multiple dragons, multiple high level spellcasters, mind flayers, etc. Each level towards the end can potentially involve several hundred points of HP damage output because it’s built with the idea of HP recovery. [/QUOTE]
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Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate
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