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How much should HP scale?
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<blockquote data-quote="Fanaelialae" data-source="post: 5839099" data-attributes="member: 53980"><p>It's simple enough to do, so I think it's definitely a possibility.</p><p></p><p>Let's say you want a fighter to be able to take 3 hits at 1st and an additional hit every 5 levels (5 hits at 10th). The equation simply becomes:</p><p></p><p>h<span style="font-size: 9px">L</span> = (3 + L/5)d<span style="font-size: 9px">L</span></p><p></p><p>You can set different ratios for different classes once you figure out what d<span style="font-size: 9px">L</span> should be based on the fighter (since average damage per hit can be assumed to be fairly constant, assuming that balance is considered important).</p><p></p><p>If you want a wizard to be able to take 2 hits at 1st level, and an additional hit every 10 levels, just change the equation to:</p><p></p><p>h<span style="font-size: 9px">L</span> = (2 + L/10)d<span style="font-size: 9px">L</span></p><p></p><p>Since d<span style="font-size: 9px">L</span> has been determined from analysis of the fighter, h<span style="font-size: 9px">L</span> for the wizard is easy. Though you may have some issues with fractional hp. You can always add those in as a "class feature" though.</p><p></p><p></p><p></p><p></p><p>Yeah, I couldn't remember how to resize the letters to do a subscript; thanks!</p><p></p><p>I still don't think that this makes a great starting point. </p><p></p><p>Let's face it, hp ratios are purely a matter of aesthetics. I don't think anyone will say, "A tenth level fighter has more than double the hp of a first level fighter. That's a deal breaker!" D&D has never had small ratios. The classical ratio has be 1:10 (since hp increased linearly, assuming average rolls). 3e made that slightly lower with maximum starting hp, but it was still pretty close. 4e made those ratios much smaller by giving PCs lots of starting hp, and then linear progression thereafter.</p><p></p><p>I think before you can arrive at ratios, you need to answer a few other questions first. Should survivability outpace (Hassassin's preference) or merely keep pace with damage? How does each class fit into this? Once you have that, you can put together the equations and run the numbers to see how it works on paper. You can see whether crits, for example, are reasonable when compared to a wizard's starting hp.</p><p></p><p>I honestly think that this ratio should grow out of the other factors, rather than the other way around, and I hope that is the approach the designer's take as well.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5839099, member: 53980"] It's simple enough to do, so I think it's definitely a possibility. Let's say you want a fighter to be able to take 3 hits at 1st and an additional hit every 5 levels (5 hits at 10th). The equation simply becomes: h[SIZE="1"]L[/SIZE] = (3 + L/5)d[SIZE="1"]L[/SIZE] You can set different ratios for different classes once you figure out what d[SIZE="1"]L[/SIZE] should be based on the fighter (since average damage per hit can be assumed to be fairly constant, assuming that balance is considered important). If you want a wizard to be able to take 2 hits at 1st level, and an additional hit every 10 levels, just change the equation to: h[SIZE="1"]L[/SIZE] = (2 + L/10)d[SIZE="1"]L[/SIZE] Since d[SIZE="1"]L[/SIZE] has been determined from analysis of the fighter, h[SIZE="1"]L[/SIZE] for the wizard is easy. Though you may have some issues with fractional hp. You can always add those in as a "class feature" though. Yeah, I couldn't remember how to resize the letters to do a subscript; thanks! I still don't think that this makes a great starting point. Let's face it, hp ratios are purely a matter of aesthetics. I don't think anyone will say, "A tenth level fighter has more than double the hp of a first level fighter. That's a deal breaker!" D&D has never had small ratios. The classical ratio has be 1:10 (since hp increased linearly, assuming average rolls). 3e made that slightly lower with maximum starting hp, but it was still pretty close. 4e made those ratios much smaller by giving PCs lots of starting hp, and then linear progression thereafter. I think before you can arrive at ratios, you need to answer a few other questions first. Should survivability outpace (Hassassin's preference) or merely keep pace with damage? How does each class fit into this? Once you have that, you can put together the equations and run the numbers to see how it works on paper. You can see whether crits, for example, are reasonable when compared to a wizard's starting hp. I honestly think that this ratio should grow out of the other factors, rather than the other way around, and I hope that is the approach the designer's take as well. [/QUOTE]
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