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<blockquote data-quote="Imaro" data-source="post: 6143500" data-attributes="member: 48965"><p>From experience and in theory...</p><p></p><p>Ok, first there are 2 ways to die in 4e... the first is by failing 3 death saves and the second is by having your hit points reduced to negative your PC's bloodied level. So in order to survive the attack in the OP that was thrown at them a PC needed over 100 hit points at 13th level. Since 101 + would not allow an instant kill on a PC... are you saying that it's impossible for level 13 characters to have 101+ hit points? I know for a fact it's not...</p><p></p><p>Emphasis 1... This is not true at all. There are PC builds that have more hit points than some standard monsters of their particular level. According to the MM3 on a business card, a level 13 standfard monster can have anywhere from 99hp's (lurker) to 156 hp's(brute)... that's a pretty significant difference, and I have seen level 13 characters with over 99 hp's. The difference in PC hit points depending on the selections made for race/feats/role/etc. can vary quite a bit between individual PC's of the same level. Just as an aside here's a level 10 character that could have survived that attack...</p><p></p><p>[sblock]====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>Wardenforged, level 10</p><p>Warforged, Warden</p><p>Guardian Might: Earthstrength</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 16, Con 22, Dex 11, Int 8, Wis 12, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 14, Con 18, Dex 11, Int 8, Wis 10, Cha 10.</p><p></p><p></p><p>AC: 28 Fort: 25 Reflex: 20 Will: 21</p><p>HP: <strong>107</strong> Surges: 17 Surge Value: 26</p><p></p><p>TRAINED SKILLS</p><p>Nature +11, Intimidate +12, Athletics +10, Endurance +15</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, Heal +6, History +4, Insight +6, Perception +6, Religion +4, Stealth +2, Streetwise +5, Thievery +2</p><p></p><p>FEATS</p><p>Level 1: Toughness</p><p>Level 2: Improved Warforged Resolve</p><p>Level 4: Component Modification</p><p>Level 6: Durable</p><p>Level 8: Crushing Earthstrength</p><p>Level 10: Improved Initiative</p><p></p><p>POWERS</p><p>Warden at-will 1: Strength of Stone</p><p>Warden at-will 1: Earth Shield Strike</p><p>Warden encounter 1: Thunder Ram Assault</p><p>Warden daily 1: Form of the Fearsome Ram</p><p>Warden utility 2: Triumphant Vigor</p><p>Warden encounter 3: Earthgrasp Strike</p><p>Warden daily 5: Storm Strike</p><p>Warden utility 6: Bear's Endurance</p><p>Warden encounter 7: Earth Gift</p><p>Warden daily 9: Form of the Stone Sentinel</p><p>Warden utility 10: Returning Strength</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Heavy Shield, Warsoul Longsword +2, Shoulderbow Hand Crossbow +2, Lifeblood Hide Armor +2, Amulet of Protection +3, Delver's Light (heroic tier)</p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>[/sblock]</p><p></p><p>Emphasis 2: Who said this? A solo at level 13 has anywhere from 396 hit points to 624 hit points... again according to the MM3 on a business card. So either this is hyperbole or a strawman since 150 falls nowhere near this range.</p><p></p><p>In other words no... it's not as simple or straightforward, with the numerous ways a player can increase and modify his stats in 4e, as you seem to be trying to make it out to be... especially if the DM doesn't want to be constrained to the guidelines presented in the 4e books.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6143500, member: 48965"] From experience and in theory... Ok, first there are 2 ways to die in 4e... the first is by failing 3 death saves and the second is by having your hit points reduced to negative your PC's bloodied level. So in order to survive the attack in the OP that was thrown at them a PC needed over 100 hit points at 13th level. Since 101 + would not allow an instant kill on a PC... are you saying that it's impossible for level 13 characters to have 101+ hit points? I know for a fact it's not... Emphasis 1... This is not true at all. There are PC builds that have more hit points than some standard monsters of their particular level. According to the MM3 on a business card, a level 13 standfard monster can have anywhere from 99hp's (lurker) to 156 hp's(brute)... that's a pretty significant difference, and I have seen level 13 characters with over 99 hp's. The difference in PC hit points depending on the selections made for race/feats/role/etc. can vary quite a bit between individual PC's of the same level. Just as an aside here's a level 10 character that could have survived that attack... [sblock]====== Created Using Wizards of the Coast D&DI Character Builder ====== Wardenforged, level 10 Warforged, Warden Guardian Might: Earthstrength FINAL ABILITY SCORES Str 16, Con 22, Dex 11, Int 8, Wis 12, Cha 10. STARTING ABILITY SCORES Str 14, Con 18, Dex 11, Int 8, Wis 10, Cha 10. AC: 28 Fort: 25 Reflex: 20 Will: 21 HP: [B]107[/B] Surges: 17 Surge Value: 26 TRAINED SKILLS Nature +11, Intimidate +12, Athletics +10, Endurance +15 UNTRAINED SKILLS Acrobatics +2, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, Heal +6, History +4, Insight +6, Perception +6, Religion +4, Stealth +2, Streetwise +5, Thievery +2 FEATS Level 1: Toughness Level 2: Improved Warforged Resolve Level 4: Component Modification Level 6: Durable Level 8: Crushing Earthstrength Level 10: Improved Initiative POWERS Warden at-will 1: Strength of Stone Warden at-will 1: Earth Shield Strike Warden encounter 1: Thunder Ram Assault Warden daily 1: Form of the Fearsome Ram Warden utility 2: Triumphant Vigor Warden encounter 3: Earthgrasp Strike Warden daily 5: Storm Strike Warden utility 6: Bear's Endurance Warden encounter 7: Earth Gift Warden daily 9: Form of the Stone Sentinel Warden utility 10: Returning Strength ITEMS Adventurer's Kit, Heavy Shield, Warsoul Longsword +2, Shoulderbow Hand Crossbow +2, Lifeblood Hide Armor +2, Amulet of Protection +3, Delver's Light (heroic tier) ====== Created Using Wizards of the Coast D&DI Character Builder ====== [/sblock] Emphasis 2: Who said this? A solo at level 13 has anywhere from 396 hit points to 624 hit points... again according to the MM3 on a business card. So either this is hyperbole or a strawman since 150 falls nowhere near this range. In other words no... it's not as simple or straightforward, with the numerous ways a player can increase and modify his stats in 4e, as you seem to be trying to make it out to be... especially if the DM doesn't want to be constrained to the guidelines presented in the 4e books. [/QUOTE]
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