Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
HP thresholds and control: a custom system
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gadget" data-source="post: 7021954" data-attributes="member: 23716"><p>Hmmm...the idea has some merit, Hit Points and damage are meant to scale more so than attack bonus and AC. However, I think some of the implementation is a little too draconian. Spell casters only get a very few high level slots after all. I can see the need for <em>Force Cage</em>, for example, not being an "I win" button for any opponent that fits in the cage, but I have hard time seeing how the incredibly weak <em>Weird</em> needs any more restraint, high DC or not. <em> Prismatic Wall</em> is a ninth level spell, let it have some bite; it already has a paltry ten minute duration. </p><p></p><p>Some of the others I would need to think about, but I like the idea of progressive effects with the likes of Hold Person in particular. The problem with that spell that it is such an all or nothing save or screw, that the devs felt they needed to give a save every round to mitigate the effect. All this is does is make it most likely to be saved against fairly quickly when the caster first acquires it, then making it nigh un-savable at high levels when the caster has a high DC. If the spell instead offered progressive saves such that on the first save the target was slowed, on the second, restrained, and the third paralyzed for the duration, it might make it more interesting. Then again it might just make it more convoluted than it is worth. Maybe the target only gets a Save (with advantage) when they take damage?</p></blockquote><p></p>
[QUOTE="Gadget, post: 7021954, member: 23716"] Hmmm...the idea has some merit, Hit Points and damage are meant to scale more so than attack bonus and AC. However, I think some of the implementation is a little too draconian. Spell casters only get a very few high level slots after all. I can see the need for [I]Force Cage[/I], for example, not being an "I win" button for any opponent that fits in the cage, but I have hard time seeing how the incredibly weak [I]Weird[/I] needs any more restraint, high DC or not. [I] Prismatic Wall[/I] is a ninth level spell, let it have some bite; it already has a paltry ten minute duration. Some of the others I would need to think about, but I like the idea of progressive effects with the likes of Hold Person in particular. The problem with that spell that it is such an all or nothing save or screw, that the devs felt they needed to give a save every round to mitigate the effect. All this is does is make it most likely to be saved against fairly quickly when the caster first acquires it, then making it nigh un-savable at high levels when the caster has a high DC. If the spell instead offered progressive saves such that on the first save the target was slowed, on the second, restrained, and the third paralyzed for the duration, it might make it more interesting. Then again it might just make it more convoluted than it is worth. Maybe the target only gets a Save (with advantage) when they take damage? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
HP thresholds and control: a custom system
Top