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Hitting the negative HP gap.
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<blockquote data-quote="KarinsDad" data-source="post: 1273614" data-attributes="member: 2011"><p>This seems a bit of an exageration.</p><p></p><p>If your Warrior is using a D10 or D12 versus the D4 or D6 of the sorcerer or rogue, he should have about double the hit points, not more. Granted, Con can bump this up, but at least in our games, Sorcerers and Rogues take Con too.</p><p></p><p>Example: 13th level Fighter with 18 CON has an average of 132 hits. 13th level Sorcerer with 14 CON has an average of 60 hits.</p><p></p><p></p><p></p><p>Again, this seems strange. If your opponent is dealing 60+ points of damage to take out the Sorcerer or Rogue in one round, he is dealing 60+ points of damage per round to take out the Warrior in two rounds (3 if the warrior has a high AC). In either case, it would seem that the opponent is the problem, not the -10 rule.</p><p></p><p></p><p></p><p>Low hit points characters have options that high hit points characters can only dream of.</p><p></p><p>Rogues get Evasion at second level. That stops boatloads of hit points of damage from spells.</p><p></p><p>Sorcerers can get protection spells which boost saves. They can get ability score enhancement spells (which can boost hit points, saves, and/or AC).</p><p></p><p>High hit point characters have AC and hit points to protect them. Sure, they can have magic items or get spells cast on them by allies, but its not the same as having the ability themself.</p><p></p><p></p><p>I think you should do the opposite of deoptimizing NPC tactics. You should hit PCs with everything including the kitchen sink with your NPCs. That will force your players to improve THEIR tactics.</p><p></p><p>You are doing a disservice to your players by spoon feeding them with inferior tactics and changes of rules to protect them. IMO.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1273614, member: 2011"] This seems a bit of an exageration. If your Warrior is using a D10 or D12 versus the D4 or D6 of the sorcerer or rogue, he should have about double the hit points, not more. Granted, Con can bump this up, but at least in our games, Sorcerers and Rogues take Con too. Example: 13th level Fighter with 18 CON has an average of 132 hits. 13th level Sorcerer with 14 CON has an average of 60 hits. Again, this seems strange. If your opponent is dealing 60+ points of damage to take out the Sorcerer or Rogue in one round, he is dealing 60+ points of damage per round to take out the Warrior in two rounds (3 if the warrior has a high AC). In either case, it would seem that the opponent is the problem, not the -10 rule. Low hit points characters have options that high hit points characters can only dream of. Rogues get Evasion at second level. That stops boatloads of hit points of damage from spells. Sorcerers can get protection spells which boost saves. They can get ability score enhancement spells (which can boost hit points, saves, and/or AC). High hit point characters have AC and hit points to protect them. Sure, they can have magic items or get spells cast on them by allies, but its not the same as having the ability themself. I think you should do the opposite of deoptimizing NPC tactics. You should hit PCs with everything including the kitchen sink with your NPCs. That will force your players to improve THEIR tactics. You are doing a disservice to your players by spoon feeding them with inferior tactics and changes of rules to protect them. IMO. [/QUOTE]
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Hitting the negative HP gap.
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