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Hit Point style preference
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<blockquote data-quote="Falling Icicle" data-source="post: 5780475" data-attributes="member: 17077"><p>I prefer "rocket tag." I don't necessarily mind HP/damage increasing, I just don't like them increasing exponentially (i.e. a character starting with 5-10 HP at 1st level, and having hundreds of HP at 20th level).</p><p></p><p>If you started with a fair numbner of HP like in 4e, and then maybe only gained one or two HP per level, that would be ok with me. Gaining 4 or 5 per level is too much. I like how 4e played at 1st level. Characters could survive 2, 3 maybe even 4 hits before dropping.</p><p></p><p>At most, I woudln't want a high level character to have more than 2 or 3 times as many HP, or do more than 2-3x as much damage as a beginning character. Any more than that just stretches things beyond believability and IMO ruins the fun.</p><p></p><p>It also makes less options for players when HP/damage scales too much. Why shouldn't alchemist's fire be effective throughout all levels of play? I can't imagine any character, despite how experienced they are, laughing at the "pitiful damage" of a molotov cocktail being thrown at them. But in dnd, alchemists fire is really only effective for the first few levels of play, and beyond that, the pitiful damage is just not worth wasting your turn.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5780475, member: 17077"] I prefer "rocket tag." I don't necessarily mind HP/damage increasing, I just don't like them increasing exponentially (i.e. a character starting with 5-10 HP at 1st level, and having hundreds of HP at 20th level). If you started with a fair numbner of HP like in 4e, and then maybe only gained one or two HP per level, that would be ok with me. Gaining 4 or 5 per level is too much. I like how 4e played at 1st level. Characters could survive 2, 3 maybe even 4 hits before dropping. At most, I woudln't want a high level character to have more than 2 or 3 times as many HP, or do more than 2-3x as much damage as a beginning character. Any more than that just stretches things beyond believability and IMO ruins the fun. It also makes less options for players when HP/damage scales too much. Why shouldn't alchemist's fire be effective throughout all levels of play? I can't imagine any character, despite how experienced they are, laughing at the "pitiful damage" of a molotov cocktail being thrown at them. But in dnd, alchemists fire is really only effective for the first few levels of play, and beyond that, the pitiful damage is just not worth wasting your turn. [/QUOTE]
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