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General Tabletop Discussion
*Dungeons & Dragons
Limiting cantrips - advice needed
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<blockquote data-quote="The Grassy Gnoll" data-source="post: 6606270" data-attributes="member: 6788652"><p>Re: as much damage as a siege tower... HP for people is different HP for things. Isn't it? </p><p></p><p>People HP (and thus the damage you can do in HP terms) is a combination of physical toughness and skill, evasion, luck, stamina, etc. </p><p></p><p>Things HP is pure physical toughness. That wall can't dodge or turn your blade at the last second from a killing blow to a scratch. </p><p></p><p>So I'd say HP for things is going to be arbitrary and wouldn't baulk at giving Things massive HP. A fence panel could conceivably break if you fall against it. But a thick dungeon wall? </p><p></p><p>Even if Andy Dufresne was a STR 20 Barbarian doing 50HP damage every single round and didn't have to worry about the noise, it should still take him days to get out Shawshank that way. </p><p></p><p>Reason, exhaustion. Hitting a walking bag of water (ie, a person) has a lot less resistance than hitting a stone wall. You'd need the right tool for a start. </p><p></p><p>Flimsy fence panel: AC 0. HP 3. </p><p>Thick Dungeon Wall: AC 0*. HP 1,750. Immune to Finesse weapons. Immune to standard unarmed attacks. Unarmed attacks generate auto-hit AoE for 1HP damage to the attacker. Resistant to Piercing damage. Resistant to Fire, Cold** and Electricity damage. Immune to poison and necrotic damage. Every three melee attacks generates a level of Exhaustion in the attacker.</p><p></p><p>*you can hit it but roll to see if you Fumble and injure yourself, just in case. Because mockery.</p><p>** immediate and consecutive fire then cold or cold then fire damage negates Resistance to all but the first attack. More than ten minutes between such attacks starts the cycle over again.</p><p></p><p>Incidentally to stop warlock/Sorceror etc spamming of cantrips, you can rule that after a given number of consecutive cantrips the caster suffers exhaustion, too, just in general.</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 6606270, member: 6788652"] Re: as much damage as a siege tower... HP for people is different HP for things. Isn't it? People HP (and thus the damage you can do in HP terms) is a combination of physical toughness and skill, evasion, luck, stamina, etc. Things HP is pure physical toughness. That wall can't dodge or turn your blade at the last second from a killing blow to a scratch. So I'd say HP for things is going to be arbitrary and wouldn't baulk at giving Things massive HP. A fence panel could conceivably break if you fall against it. But a thick dungeon wall? Even if Andy Dufresne was a STR 20 Barbarian doing 50HP damage every single round and didn't have to worry about the noise, it should still take him days to get out Shawshank that way. Reason, exhaustion. Hitting a walking bag of water (ie, a person) has a lot less resistance than hitting a stone wall. You'd need the right tool for a start. Flimsy fence panel: AC 0. HP 3. Thick Dungeon Wall: AC 0*. HP 1,750. Immune to Finesse weapons. Immune to standard unarmed attacks. Unarmed attacks generate auto-hit AoE for 1HP damage to the attacker. Resistant to Piercing damage. Resistant to Fire, Cold** and Electricity damage. Immune to poison and necrotic damage. Every three melee attacks generates a level of Exhaustion in the attacker. *you can hit it but roll to see if you Fumble and injure yourself, just in case. Because mockery. ** immediate and consecutive fire then cold or cold then fire damage negates Resistance to all but the first attack. More than ten minutes between such attacks starts the cycle over again. Incidentally to stop warlock/Sorceror etc spamming of cantrips, you can rule that after a given number of consecutive cantrips the caster suffers exhaustion, too, just in general. [/QUOTE]
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