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General Tabletop Discussion
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Hit Point and Damage Dice Attrition
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<blockquote data-quote="ren1999" data-source="post: 5948219" data-attributes="member: 85179"><p>We've seen Fighter and Rogue progression to be an increase in hit dice hit points coupled with an increase in damage dice.</p><p></p><p>A 20th level fighter will have HD20 and do 20d[w] damage.</p><p>Do players really want to roll a bucket of damage dice and add all that up every single turn?</p><p></p><p>Heh'nah! Here is one possible solution. </p><p>All players get static hit points every level.</p><p>Everybody starts with their constitution score + 6, 5, 4, or 3 hit points.</p><p>Fighter types get +6hp</p><p>Rogue types get +5hp</p><p>Cleric types get +4hp</p><p>Wizard types get +3hp per level.</p><p>This cuts the hit points of all characters and monsters in half.</p><p></p><p>Don't increase the damage dice at all.</p><p>Increase the damage bonus between +1 and +5 based on the improved ability score including all feat bonuses to the ability score. +6 to +10 if there is magic.</p><p></p><p>Now though damage dice won't increase, standard actions will increase every 5 levels.</p><p></p><p>Two 5th level fighters could go toe to toe with 20 from con+30 from +6 per level=50hit points. Each could take 2 attacks doing 1d12+5 damage. If they do maximum damage, combat could end in as few as 2 to 3 rounds. 5 rounds is what a majority of players want. Though some want longer combat, the fact that the evenly matched opponents will not roll the maximum means that combat will take a little longer.</p><p></p><p>I think that hit points need to progress faster than damage so that when 2 or more enemies have advantage over a character in the first round, that character won't necessarily die. </p><p></p><p>Even if hit points progressed at +12 per level for fighters -- the game play would still be enjoyable if they only got 2 1d12+5 attacks per turn.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5948219, member: 85179"] We've seen Fighter and Rogue progression to be an increase in hit dice hit points coupled with an increase in damage dice. A 20th level fighter will have HD20 and do 20d[w] damage. Do players really want to roll a bucket of damage dice and add all that up every single turn? Heh'nah! Here is one possible solution. All players get static hit points every level. Everybody starts with their constitution score + 6, 5, 4, or 3 hit points. Fighter types get +6hp Rogue types get +5hp Cleric types get +4hp Wizard types get +3hp per level. This cuts the hit points of all characters and monsters in half. Don't increase the damage dice at all. Increase the damage bonus between +1 and +5 based on the improved ability score including all feat bonuses to the ability score. +6 to +10 if there is magic. Now though damage dice won't increase, standard actions will increase every 5 levels. Two 5th level fighters could go toe to toe with 20 from con+30 from +6 per level=50hit points. Each could take 2 attacks doing 1d12+5 damage. If they do maximum damage, combat could end in as few as 2 to 3 rounds. 5 rounds is what a majority of players want. Though some want longer combat, the fact that the evenly matched opponents will not roll the maximum means that combat will take a little longer. I think that hit points need to progress faster than damage so that when 2 or more enemies have advantage over a character in the first round, that character won't necessarily die. Even if hit points progressed at +12 per level for fighters -- the game play would still be enjoyable if they only got 2 1d12+5 attacks per turn. [/QUOTE]
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