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<blockquote data-quote="JamesonCourage" data-source="post: 5977609" data-attributes="member: 6668292"><p>I can see the benefit to this, but after divorcing free Con bonus each level from my RPG, I'm glad I did. It makes different characters a lot closer in HP spread, which is something I've come to prefer. Though, my system is point-buy, so you can still end up with a hit die 20 with 5 hit points, or a hit die 1 with 16 hit points. So, I'm obviously okay with some variance.</p><p></p><p>I also like this idea.</p><p></p><p></p><p>That does make sense, yes. And, I do agree that balancing classes regardless of pacing makes dealing with pacing issues easier.</p><p></p><p></p><p>Yep. You lose THP (returns over rounds), and then you start to lose HP (returns over days).</p><p></p><p>Well, yes, in a way it is similar. The HP mechanic (not THP) means that any damage returns over one or more days, not overnight, so there's some difference right there. But, the "quick recovery HP" (THP) definitely adds to the game, especially since it effectively negates most "rider" effects. So, if an attack deals 18 damage and has a chance of dazing the victim, and it only deals THP damage, the victim has no chance of being dazed. This means that having your THP consumed feels good, because you've not only avoided long term injury (which might have rider effects of its own in my RPG), but any special effect that may have happened (knockback, prone, etc.).</p><p></p><p>For me, combat is a chance for interesting things to happen, both short term and long term. If a creature is knocked back, it can be interesting (I had a player knock a powerful earth elemental off of a cliff with a knockback maneuver, which finished it off after a very tough fight); if a creature gets wounded and now is limping around for the next few weeks, that can be interesting (I've had this happen to a PC [multiple times], and it's led to various results, including them becoming very attached to their horse, waiting to rest up, or limping around the battlefield).</p><p></p><p>Wrapping this around to the start of our conversation, I'm not sure how much short term and long term effects are going to come into play from 5e's combat system (or out of combat systems), but I'm hoping that it's there, and the 15 MWD is just one aspect of this. They definitely need to attempt to lessen the effects of the 15 MWD, and class balance definitely makes dealing with pacing issues easier, from my personal amateur game design experience. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5977609, member: 6668292"] I can see the benefit to this, but after divorcing free Con bonus each level from my RPG, I'm glad I did. It makes different characters a lot closer in HP spread, which is something I've come to prefer. Though, my system is point-buy, so you can still end up with a hit die 20 with 5 hit points, or a hit die 1 with 16 hit points. So, I'm obviously okay with some variance. I also like this idea. That does make sense, yes. And, I do agree that balancing classes regardless of pacing makes dealing with pacing issues easier. Yep. You lose THP (returns over rounds), and then you start to lose HP (returns over days). Well, yes, in a way it is similar. The HP mechanic (not THP) means that any damage returns over one or more days, not overnight, so there's some difference right there. But, the "quick recovery HP" (THP) definitely adds to the game, especially since it effectively negates most "rider" effects. So, if an attack deals 18 damage and has a chance of dazing the victim, and it only deals THP damage, the victim has no chance of being dazed. This means that having your THP consumed feels good, because you've not only avoided long term injury (which might have rider effects of its own in my RPG), but any special effect that may have happened (knockback, prone, etc.). For me, combat is a chance for interesting things to happen, both short term and long term. If a creature is knocked back, it can be interesting (I had a player knock a powerful earth elemental off of a cliff with a knockback maneuver, which finished it off after a very tough fight); if a creature gets wounded and now is limping around for the next few weeks, that can be interesting (I've had this happen to a PC [multiple times], and it's led to various results, including them becoming very attached to their horse, waiting to rest up, or limping around the battlefield). Wrapping this around to the start of our conversation, I'm not sure how much short term and long term effects are going to come into play from 5e's combat system (or out of combat systems), but I'm hoping that it's there, and the 15 MWD is just one aspect of this. They definitely need to attempt to lessen the effects of the 15 MWD, and class balance definitely makes dealing with pacing issues easier, from my personal amateur game design experience. As always, play what you like :) [/QUOTE]
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