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[Playtest 2] Wizard and Rogue HD
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<blockquote data-quote="Crazy Jerome" data-source="post: 5991192" data-attributes="member: 54877"><p>In Basic, the d4 isn't that big of a deal.  You've got only three steps from the d4 to d8, where the fighter maxes out.  Plus, the Con bonuses are smaller and harder to come by.  So as far as hit points are concerned, there is the default of d6, and then slightly weaker or stronger than that.  That can work very well in a system built on a d6 damage basis.  (And makes perfect sense when everyone had a ton of d6s, but had to shell out for other die sizes.)</p><p> </p><p>The problem with the d4 (and how Arcana Evolved identifies it) is the existence of the d10 and d12 hit die, plus higher, readily accessible Con mods.  This creates a possible range in damages that makes it tough to handle the full range of outcomes.  </p><p> </p><p>Me, I'd make the standard the d8.  Then wizard types are d6, warrior types are d10.  The d4 and d12 are reserved specifically for adjustments, like the dwarven damage die with particular weapons.  Most adventuring wizards are d6.  Most adventuring clerics are d8.  But if you then decide to pick a background or specialty or other special thing that trades health for power, you drop down a die.  You balance damage around the d8 expectation.  If a wizard, already "weak" at d6 decides to go full bore elderly mage, then he knows what he risking with that d4.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5991192, member: 54877"] In Basic, the d4 isn't that big of a deal. You've got only three steps from the d4 to d8, where the fighter maxes out. Plus, the Con bonuses are smaller and harder to come by. So as far as hit points are concerned, there is the default of d6, and then slightly weaker or stronger than that. That can work very well in a system built on a d6 damage basis. (And makes perfect sense when everyone had a ton of d6s, but had to shell out for other die sizes.) The problem with the d4 (and how Arcana Evolved identifies it) is the existence of the d10 and d12 hit die, plus higher, readily accessible Con mods. This creates a possible range in damages that makes it tough to handle the full range of outcomes. Me, I'd make the standard the d8. Then wizard types are d6, warrior types are d10. The d4 and d12 are reserved specifically for adjustments, like the dwarven damage die with particular weapons. Most adventuring wizards are d6. Most adventuring clerics are d8. But if you then decide to pick a background or specialty or other special thing that trades health for power, you drop down a die. You balance damage around the d8 expectation. If a wizard, already "weak" at d6 decides to go full bore elderly mage, then he knows what he risking with that d4. [/QUOTE]
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[Playtest 2] Wizard and Rogue HD
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