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General Tabletop Discussion
*Pathfinder & Starfinder
Hit Points--A study of humanoids.
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<blockquote data-quote="eriktheguy" data-source="post: 5106127" data-attributes="member: 83662"><p>Do you disagree with the games fluff and then imply that something doesn't make sense anymore? The fluff you don't like explains the things that you disagree with.</p><p></p><p>I've always regarded hit points as 'more than physical endurance', but everyone else is free to interpret rules as they like. Some people prefer that AC and dice handle luck, and that HP is physical endurance. You can do this, but you don't have to change monster HP when you do.</p><p>Keep in mind that some of these sources of HP make real sense. A rogue is better at rolling with attacks than a fighter, a wizard is surrounded by a field of deflecting force, and any divine classes can be protected by their deity or just insanely zealous. Some of their powers already cover these facets, but there is no reason that HP in general cannot come from these sources.</p><p></p><p>Healing surges are considered part of a player's hit points though. Players have way more than (non-solo) monsters. I would expect each player to have access to at least 2 surges per combat if they needed. My group has one leader, and they can easily access about this much healing.</p><p></p><p>Even if you assume that a player is fighting a monster on their own (in which case discussions about balance become moot) they still have potions, maybe a few powers, and a second wind as a last resort. (Again, second wind is devalued when you don't have a party).</p><p></p><p>Monster HP are too high in general. Feel free to nerf them and increase damage. If you prefer humanoid monsters to have less HP than monstrous monsters, make it so. I'm sure you can think of an advantage to give them to compensate. But monster HP is not balanced by comparing to PC HP. Apples and oranges.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5106127, member: 83662"] Do you disagree with the games fluff and then imply that something doesn't make sense anymore? The fluff you don't like explains the things that you disagree with. I've always regarded hit points as 'more than physical endurance', but everyone else is free to interpret rules as they like. Some people prefer that AC and dice handle luck, and that HP is physical endurance. You can do this, but you don't have to change monster HP when you do. Keep in mind that some of these sources of HP make real sense. A rogue is better at rolling with attacks than a fighter, a wizard is surrounded by a field of deflecting force, and any divine classes can be protected by their deity or just insanely zealous. Some of their powers already cover these facets, but there is no reason that HP in general cannot come from these sources. Healing surges are considered part of a player's hit points though. Players have way more than (non-solo) monsters. I would expect each player to have access to at least 2 surges per combat if they needed. My group has one leader, and they can easily access about this much healing. Even if you assume that a player is fighting a monster on their own (in which case discussions about balance become moot) they still have potions, maybe a few powers, and a second wind as a last resort. (Again, second wind is devalued when you don't have a party). Monster HP are too high in general. Feel free to nerf them and increase damage. If you prefer humanoid monsters to have less HP than monstrous monsters, make it so. I'm sure you can think of an advantage to give them to compensate. But monster HP is not balanced by comparing to PC HP. Apples and oranges. [/QUOTE]
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