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General Tabletop Discussion
*Pathfinder & Starfinder
Max HP Debate for PC's and Monsters
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<blockquote data-quote="Elder-Basilisk" data-source="post: 620196" data-attributes="member: 3146"><p>This could work but the problem is that half of the spells aren't more useful.</p><p></p><p>At low levels, there are only a few spells that would retain their effectiveness--the disabling/incapacitating spells. Spells like Magic Missile, Acid Arrow, fireball, etc. would be less useful because of the enemies' high hit points. The spells I can see fitting into that category are: Sleep, Color Spray, Blindness/Deafness, Glitterdust, Hold Person, Halt Undead. That's a pretty limited range for spellcasters compared to the range that low level spellcasters have at the moment.</p><p></p><p>The other thing is that that tactic and those spells are already quite prevalent and effective without max hp for monsters. The reason that those levels aren't caster-centric isn't because what casters can do doesn't work but because they're very limited in the number of things they can do per day. The max HP suggestion doesn't alter that.</p><p></p><p>At high levels, the massive hit point imbalance doesn't really tip the balance in favor of melee characters. (Although it does make ultrapowerful melee monsters like Purple Worms and the Tarrasque more effective vis a vis casters). It does reduce the effectiveness of evokers, but it equally reduces the impact of what melee characters can do. A Charging, smiting paladin with Holy Sword on his Heavy Lance, Power Critical, and all the Mounted combat feats is now survivable due to the massive amounts of hit points bad guys have. Vorpal sword meleers are as effective as always but ones who rely upon damage are now less effective just like wizards and clerics who rely on damage are less effective. However, the more common kind of wizard or cleric who doesn't rely upon fixed damage effects is unaffected. Harm+Quickened Inflict Light Wounds works just fine. A hasted wizard casting Energy Drain, a Quickened Enervation, and following up with Wierd or Wail of the Banshee (now that the PCs' saves are hosed by negative levels) is just as effective as he was before. Summoners are even more effective since their summons have max hp. (And often rely upon special abilities rather than straight up damage potential for their effectiveness--A Solar's Arrows of Slaying and Vorpal Sword are examples of this).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 620196, member: 3146"] This could work but the problem is that half of the spells aren't more useful. At low levels, there are only a few spells that would retain their effectiveness--the disabling/incapacitating spells. Spells like Magic Missile, Acid Arrow, fireball, etc. would be less useful because of the enemies' high hit points. The spells I can see fitting into that category are: Sleep, Color Spray, Blindness/Deafness, Glitterdust, Hold Person, Halt Undead. That's a pretty limited range for spellcasters compared to the range that low level spellcasters have at the moment. The other thing is that that tactic and those spells are already quite prevalent and effective without max hp for monsters. The reason that those levels aren't caster-centric isn't because what casters can do doesn't work but because they're very limited in the number of things they can do per day. The max HP suggestion doesn't alter that. At high levels, the massive hit point imbalance doesn't really tip the balance in favor of melee characters. (Although it does make ultrapowerful melee monsters like Purple Worms and the Tarrasque more effective vis a vis casters). It does reduce the effectiveness of evokers, but it equally reduces the impact of what melee characters can do. A Charging, smiting paladin with Holy Sword on his Heavy Lance, Power Critical, and all the Mounted combat feats is now survivable due to the massive amounts of hit points bad guys have. Vorpal sword meleers are as effective as always but ones who rely upon damage are now less effective just like wizards and clerics who rely on damage are less effective. However, the more common kind of wizard or cleric who doesn't rely upon fixed damage effects is unaffected. Harm+Quickened Inflict Light Wounds works just fine. A hasted wizard casting Energy Drain, a Quickened Enervation, and following up with Wierd or Wail of the Banshee (now that the PCs' saves are hosed by negative levels) is just as effective as he was before. Summoners are even more effective since their summons have max hp. (And often rely upon special abilities rather than straight up damage potential for their effectiveness--A Solar's Arrows of Slaying and Vorpal Sword are examples of this). [/QUOTE]
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