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<blockquote data-quote="Smeelbo" data-source="post: 4654428" data-attributes="member: 81898"><p>Please don't flame me, but one thing that <em>EverQuest</em> taught me was that hit points <u>rule</u>. I observed there that the leading cause of character death was insufficient hit points, or looking at it another way, <u>hit points</u> = <u>stupidity resistance</u>. I made millions of GP in the bazaar selling HP gear, and the best way to twink a new character was HP gear. Now I realize that <em>EverQuest</em> is a different game from <em>4E</em>, but <em>4E</em> is definitely informed by <em>MMORPG</em>s, including <em>EverQuest</em>.</p><p> </p><p>There is no doubt that Hit Points are central to 4E's mechanics. Class balance depends in large part on differences in hitpoints and healing surges. Notice that <em>Twin Weapon Fighting Style</em> rangers get <em>Toughnes</em>s as a bonus feat, and <u>not</u> <em>Two Weapon Fighting</em>. Look at all the print devoted to <em>temporary</em> hitpoints.</p><p> </p><p>One more CON bonus means one more healing surge, means an additional quarter of my base HP's worth of fightability per day. I'll take at least one, and if I had a larger point buy, I'd at least look at squeezing another CON bonus out of it.</p><p> </p><p>Yes, I did learn from <em>EverQuest</em> that <em>Damage Per Second</em> (DPS) <u>rules</u>, and it does in <em>4E</em> as well. We do what we can to boost it, mostly pluses to attack rolls, and to a lesser extent, pluses to damage rolls, but that only goes so far.</p><p> </p><p>Well, another lesson learned from <em>EQ</em> is <u>kiting</u>, that is damaging melee focused creatures at a distance, so that <em>HP</em> and <em>AC</em> matter less. But as anyone who has kited has learned to their regret, sometimes things just go wrong, and <em>HP</em> is your <u>insurance</u> against things going wrong. The more <em>HP</em> you have, the bigger blunder you can withstand and recover from.</p><p> </p><p>I think this applies to 4E as well.</p><p> </p><p>My gut tells me never to play a 4E character with less than 12 CON, and I think my gut is right.</p><p> </p><p>Assuming you used all your healing surges in a day, here are the total HP available for 10, 12 and 14 CON starting PHB character classes <em>(Base HP + Surge Value * Surges Per Day):</em></p><p> </p><p><span style="font-family: 'Courier New'">Cleric: 57/72/ 80</span></p><p><span style="font-family: 'Courier New'">Fighter: 79/87/106</span></p><p><span style="font-family: 'Courier New'">Paladin: 85/93/113</span></p><p><span style="font-family: 'Courier New'">Ranger: 52/66/ 74, or 63/78/87 Twin Blade</span></p><p><span style="font-family: 'Courier New'">Rogue: 52/66/ 74</span></p><p><span style="font-family: 'Courier New'">Warlock: 52/66/ 74, but CON tends higher</span></p><p><span style="font-family: 'Courier New'">Warlord: 57/72/ 80</span></p><p><span style="font-family: 'Courier New'">Wizard: 50/57/ 72</span></p><p> </p><p>For all classes, a CON of 12 or higher is <u>much</u> better. Knowing that you could step on a booby trap, get shot by a sniper, or have a poisonous gas cloud dumped on you at a moment's notice, who wouldn't want to have the most insurance they could afford?</p><p> </p><p>If it was <u>you</u>, and not just your <u>character</u>, you'd choose more HP <u>ever</u>y chance you got.</p><p> </p><p>That being said, the <em>Array/Point Buy</em> system insures that there trade offs must be made. Attack is mostly much better than defense, and certainly more fun, but I consider a CON score of 12 to be the minimum playable, and am always tempted by the prospect of a higher CON.</p><p> </p><p>I have not yet played a back rank character, like a Warlock, Wizard or Archer Style Ranger, but I suspect that regardless, damage is the most common danger any character faces, and a good referee will stress the back rank whenever possible.</p><p> </p><p>Make Mine Hit Points!</p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4654428, member: 81898"] Please don't flame me, but one thing that [I]EverQuest[/I] taught me was that hit points [U]rule[/U]. I observed there that the leading cause of character death was insufficient hit points, or looking at it another way, [U]hit points[/U] = [U]stupidity resistance[/U]. I made millions of GP in the bazaar selling HP gear, and the best way to twink a new character was HP gear. Now I realize that [I]EverQuest[/I] is a different game from [I]4E[/I], but [I]4E[/I] is definitely informed by [I]MMORPG[/I]s, including [I]EverQuest[/I]. There is no doubt that Hit Points are central to 4E's mechanics. Class balance depends in large part on differences in hitpoints and healing surges. Notice that [I]Twin Weapon Fighting Style[/I] rangers get [I]Toughnes[/I]s as a bonus feat, and [U]not[/U] [I]Two Weapon Fighting[/I]. Look at all the print devoted to [I]temporary[/I] hitpoints. One more CON bonus means one more healing surge, means an additional quarter of my base HP's worth of fightability per day. I'll take at least one, and if I had a larger point buy, I'd at least look at squeezing another CON bonus out of it. Yes, I did learn from [I]EverQuest[/I] that [I]Damage Per Second[/I] (DPS) [U]rules[/U], and it does in [I]4E[/I] as well. We do what we can to boost it, mostly pluses to attack rolls, and to a lesser extent, pluses to damage rolls, but that only goes so far. Well, another lesson learned from [I]EQ[/I] is [U]kiting[/U], that is damaging melee focused creatures at a distance, so that [I]HP[/I] and [I]AC[/I] matter less. But as anyone who has kited has learned to their regret, sometimes things just go wrong, and [I]HP[/I] is your [U]insurance[/U] against things going wrong. The more [I]HP[/I] you have, the bigger blunder you can withstand and recover from. I think this applies to 4E as well. My gut tells me never to play a 4E character with less than 12 CON, and I think my gut is right. Assuming you used all your healing surges in a day, here are the total HP available for 10, 12 and 14 CON starting PHB character classes [I](Base HP + Surge Value * Surges Per Day):[/I] [FONT=Courier New]Cleric: 57/72/ 80[/FONT] [FONT=Courier New]Fighter: 79/87/106[/FONT] [FONT=Courier New]Paladin: 85/93/113[/FONT] [FONT=Courier New]Ranger: 52/66/ 74, or 63/78/87 Twin Blade[/FONT] [FONT=Courier New]Rogue: 52/66/ 74[/FONT] [FONT=Courier New]Warlock: 52/66/ 74, but CON tends higher[/FONT] [FONT=Courier New]Warlord: 57/72/ 80[/FONT] [FONT=Courier New]Wizard: 50/57/ 72[/FONT] For all classes, a CON of 12 or higher is [U]much[/U] better. Knowing that you could step on a booby trap, get shot by a sniper, or have a poisonous gas cloud dumped on you at a moment's notice, who wouldn't want to have the most insurance they could afford? If it was [U]you[/U], and not just your [U]character[/U], you'd choose more HP [U]ever[/U]y chance you got. That being said, the [I]Array/Point Buy[/I] system insures that there trade offs must be made. Attack is mostly much better than defense, and certainly more fun, but I consider a CON score of 12 to be the minimum playable, and am always tempted by the prospect of a higher CON. I have not yet played a back rank character, like a Warlock, Wizard or Archer Style Ranger, but I suspect that regardless, damage is the most common danger any character faces, and a good referee will stress the back rank whenever possible. Make Mine Hit Points! [B]Smeelbo[/B] [/QUOTE]
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