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Hitting the negative HP gap.
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<blockquote data-quote="TuDogz" data-source="post: 1273088" data-attributes="member: 9889"><p>_____________</p><p>If the objection to a feat is that no one will take it, than maybe it isn't that much of a problem...</p><p></p><p>And my house rule is: You are much higher level, and have lots more hit points, and much more magic. You should be able to regulate when you heal and when you run better. Instead of waiting until you are at 5hp. heal when at 25hp.</p><p></p><p></p><p>The negative 10 mechanic I feel is just a kludge to keep low level characters from dieing from one sword blow. I don't think of it as cheating high level characters, high level characters shouldn't need the 'buffer'. It is only needed by low level characters. Therefore I like it the way it is.</p><p>_____________</p><p></p><p>It is not this simple. A balanced high level party will consist of a 130 HP warrior and a 40-50 HP rogue or sorceror.</p><p></p><p>As a DM if I get my NPC warrior up against the party warrior its no big deal. The juggernauts can work it out. Put that same NPC warrior into a full attack sequence against a fully healed rogue or sorceror and a death is highly likely. As a DM I find myself deoptimizing NPC tactics at critical junctures to avoid killing players. Also, high level spells are set to damage fighters and high HP characters. Low HP characters are stuck balancing their lives on one saving throw too often in high level games. </p><p></p><p>I also don't like the feat option. If every high level character should take a given feat, which is how I would classify a feat that solves this problem, then the problem is in the base rules.</p><p></p><p>I like the solutions that create a "disabled state" hit point range. It gets rid of some of D&Ds fully functional until dead system without creating the bookeepping nightmares of some other systems. I guess I just want to see some heroic/vile last words occasionally.</p></blockquote><p></p>
[QUOTE="TuDogz, post: 1273088, member: 9889"] _____________ If the objection to a feat is that no one will take it, than maybe it isn't that much of a problem... And my house rule is: You are much higher level, and have lots more hit points, and much more magic. You should be able to regulate when you heal and when you run better. Instead of waiting until you are at 5hp. heal when at 25hp. The negative 10 mechanic I feel is just a kludge to keep low level characters from dieing from one sword blow. I don't think of it as cheating high level characters, high level characters shouldn't need the 'buffer'. It is only needed by low level characters. Therefore I like it the way it is. _____________ It is not this simple. A balanced high level party will consist of a 130 HP warrior and a 40-50 HP rogue or sorceror. As a DM if I get my NPC warrior up against the party warrior its no big deal. The juggernauts can work it out. Put that same NPC warrior into a full attack sequence against a fully healed rogue or sorceror and a death is highly likely. As a DM I find myself deoptimizing NPC tactics at critical junctures to avoid killing players. Also, high level spells are set to damage fighters and high HP characters. Low HP characters are stuck balancing their lives on one saving throw too often in high level games. I also don't like the feat option. If every high level character should take a given feat, which is how I would classify a feat that solves this problem, then the problem is in the base rules. I like the solutions that create a "disabled state" hit point range. It gets rid of some of D&Ds fully functional until dead system without creating the bookeepping nightmares of some other systems. I guess I just want to see some heroic/vile last words occasionally. [/QUOTE]
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Hitting the negative HP gap.
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