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EQ MM: Where'd all these hit points come from?
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<blockquote data-quote="Heylel Teomim" data-source="post: 508603" data-attributes="member: 3523"><p><strong>correct meepo</strong></p><p></p><p>EQ pnp characters have a few more hitpoints, but primarily its that players do damage a bit faster. The haste system in EQ pnp (which is actually very clever) tends to allow a melee to pump out more damage in a single round. Likewise, caster burn spells tend to be more efficient than in DnD, and mana replenishes faster than spells per day.</p><p></p><p>To speak to why there are various gnolls etc, that's because there are quite literally different breeds of gnolls in EQ online. Each one provided is assumed to be an average version, or a special class version. The low gnolls are classless iirc, but several of the higher level CR7+ gnolls (big pups i know) are rogues, necromancers etc, and statted as such.</p><p></p><p>Same thing with frogloks, or the creatures of Mistmoore Castle. There's some generic ones, and there's also some rogue templates, wizard templates etc. Its mimicking the online game. In EQ online, npcs rarely have certain classes like bard, shadowknight, etc. Rogues, wizards, clerics and warriors are the most common. Technically by the online game, any non-casting monster is a warrior by default. In pnp that's not necessarily true.</p><p></p><p>I actually like the EQ pnp game alot. Its a different feel from DnD, but its just as entertaining to me. I hear alot of snickery comments about it from snobbish rpers though, because its based on a computer game (which of course they all have a forty page thesis on why the game sucks, despite having put hundreds of hours into it before quitting). Not that I'm suggesting you're saying anything like that, just making an observation.</p><p></p><p>Heylel</p></blockquote><p></p>
[QUOTE="Heylel Teomim, post: 508603, member: 3523"] [b]correct meepo[/b] EQ pnp characters have a few more hitpoints, but primarily its that players do damage a bit faster. The haste system in EQ pnp (which is actually very clever) tends to allow a melee to pump out more damage in a single round. Likewise, caster burn spells tend to be more efficient than in DnD, and mana replenishes faster than spells per day. To speak to why there are various gnolls etc, that's because there are quite literally different breeds of gnolls in EQ online. Each one provided is assumed to be an average version, or a special class version. The low gnolls are classless iirc, but several of the higher level CR7+ gnolls (big pups i know) are rogues, necromancers etc, and statted as such. Same thing with frogloks, or the creatures of Mistmoore Castle. There's some generic ones, and there's also some rogue templates, wizard templates etc. Its mimicking the online game. In EQ online, npcs rarely have certain classes like bard, shadowknight, etc. Rogues, wizards, clerics and warriors are the most common. Technically by the online game, any non-casting monster is a warrior by default. In pnp that's not necessarily true. I actually like the EQ pnp game alot. Its a different feel from DnD, but its just as entertaining to me. I hear alot of snickery comments about it from snobbish rpers though, because its based on a computer game (which of course they all have a forty page thesis on why the game sucks, despite having put hundreds of hours into it before quitting). Not that I'm suggesting you're saying anything like that, just making an observation. Heylel [/QUOTE]
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