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First Level Hit Points Need to Increase
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<blockquote data-quote="Jester David" data-source="post: 6107769" data-attributes="member: 37579"><p>Monster damage is very different than PC damage. PvP is rare in D&D and should be rather swingy.</p><p> 10.5 is very high, as goblins only do around 2-4 while kobolds do 5. Compared to actual monsters and not PC numbers, starting hitpoints are fine.</p><p></p><p>It all comes down to number of hits. Even if you start with 56hp, if monsters are doing 25-35dmg per hit PCs will be fragile. And if monsters are doing 1-3 damage but PCs have 12hp they'll see hard to kill. </p><p></p><p>But my design philosophy is that it's easier to add. If the game is playable it's always easier to add power, making the PCs hardier and deadlier. Adding extra hitpoints is easy, but if the game works taking them away is much trickier because it might make the game too hard or swingy. Err on the side of caution and boost hp with modules.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6107769, member: 37579"] Monster damage is very different than PC damage. PvP is rare in D&D and should be rather swingy. 10.5 is very high, as goblins only do around 2-4 while kobolds do 5. Compared to actual monsters and not PC numbers, starting hitpoints are fine. It all comes down to number of hits. Even if you start with 56hp, if monsters are doing 25-35dmg per hit PCs will be fragile. And if monsters are doing 1-3 damage but PCs have 12hp they'll see hard to kill. But my design philosophy is that it's easier to add. If the game is playable it's always easier to add power, making the PCs hardier and deadlier. Adding extra hitpoints is easy, but if the game works taking them away is much trickier because it might make the game too hard or swingy. Err on the side of caution and boost hp with modules. [/QUOTE]
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First Level Hit Points Need to Increase
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