Lanefan
Victoria Rules
Perhaps, but in theory not-Superman characters would be going up against not-Superdragon dragons, right?Now you are just creating invisible hit points. It doesn't actually result in "not Superman" which was the stated goal.
Perhaps, but in theory not-Superman characters would be going up against not-Superdragon dragons, right?Now you are just creating invisible hit points. It doesn't actually result in "not Superman" which was the stated goal.
why would you adjust the damage dice for the monsters spells?It's worth noting that a lot of 5e DMs may have monsters cast attack spells without adjusting the damage dice (they're balanced for players using them against monsters instead of the other way around), which can result in a skewed perspective of player hit point values.
Because the spells are designed for PCs to use as written, but won't necessarily fit within the monster damage guidelines nor be balanced for actual play when given for monsters to use. PCs and Monsters being built using different methods, especially their hit points, means that spells will not automatically be balanced for both at the same time.why would you adjust the damage dice for the monsters spells?
Again, no. That's shifting the goal posts. I recognize you didn't make the original comment I responded to, but trying to get around "increasing HP" through DR or or dodge pools or whatever is a distinction without a difference.Perhaps, but in theory not-Superman characters would be going up against not-Superdragon dragons, right?
Invisible hit points aren't necessarily bad. It depends on the exact design of the game.Now you are just creating invisible hit points. It doesn't actually result in "not Superman" which was the stated goal.
Yeah probably, as well as increased ability to mitigate whole attacks and other damaging abilities, but still less of that than the current HP bloat.Maybe the dragons get toned down some as well?
My go-to example of a combat "upset" is low-level-Fighter Merry taking down a Ringwraith, one of the most powerful monsters in Middle Earth. This is the flip side of @doctorbadwolf 's example of the farmer being able to, with luck, take down a powerful PC. Both outcomes should be possible (if highly unlikely) and the only way to achieve this is to somehow flatten the power curve between low and high level for both PCs and their opponents.
Why would the PC have 9 HP? Why would the dragon do more damage than a lower level threat?Your 10th level character with 9 hp is not going to survive against the dragon.
More HP at level 1, and less damage scaling. I assume that less damage scaling is assumed if someone is talking about dropping the HP scaling, since the two only exist to justify the other.That's a pretty aggressive change from standard 5e. Since this is a 5e thread, how would you change the system such that a high-level character could still do high-level things while never gaining hit points?
You did say "none at level up", were you thinking of a system where hit points were gained in other ways?
Does more h.p. at level 1 also correspond with more h.p. at level 0, or for commoners? If not, please fill the design space gap with extra levels.More HP at level 1, and less damage scaling.
...wait. wait, that's awesome, what the hell? why did the dark souls 5e rpg give us an idea this good??? i'm tempted to steal this (or at least the idea).I think my favorite version of D&D hit points was in the otherwise ill-designed Dark Souls 5E RPG. In that game, you have your typical hit points (average), but when combat begins, you roll all your hit dice and gain that much temp HP. Temp HP + HP can be spent in increments of 1/2/3 to use special weapon maneuvers, and the temp HP comes back at the start of every combat. This represents a very cool idea in my mind where even though a warrior may be severely wounded, if they get ambushed, fighting spirit and adrenaline and desperation kick in, allowing them to fight on despite said wounds. It also lets you do some cool things with fleeing a combat and then setting up an ambush when chased. The enemy had you on the ropes, but in the last 10 minutes, you were able to gather yourself, and when combat starts again, your normal HP is low but that temp HP gives you a "shield" to potentially turn the tides with.
That's almost what I do in my current game:I don't think 1st level being too flimsy to face a few rats makes sense, when a week later many mundane sources of damage have long ceased to affect them. So... I'd like to raise the floor and lower the ceiling.
1st level: survivable, somewhere around 20, so like Constitution score + racial hitpoint bonus
after: quite low, like 2-3hp depending on class
Probably, if using those game elements. I don’t use level 0, nor do I have a clear distinction between “commoners” and adventurers. So, in my game, they’d have the same HP range, and the PCs would just have more ways to negate attacks and to special attacks.Does more h.p. at level 1 also correspond with more h.p. at level 0, or for commoners? If not, please fill the design space gap with extra levels.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.