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[Playtest 2] Wizard and Rogue HD
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<blockquote data-quote="tlantl" data-source="post: 5992019" data-attributes="member: 55225"><p>I believe that the devs need to spend much more time with the spells and the way they affect creatures. Using hit point thresholds seems like a decent idea until you take into consideration that creatures with varying HD are going to throw a wrench into the gears so to speak. </p><p></p><p>Using level or hit dice is more reasonable since the wide variety of actual hit points derived from each die size causes major problems such as a low level fighter being immune to certain effects while still affecting higher level rogues and wizards. </p><p></p><p>I actually hate using average hit points for players and monsters. I'll roll for each and every creature encountered. Some will be easy to kill others not so much. To me that is as much a part of D&D as armor class and levels. I like the randomness of it all. </p><p></p><p>When the player's characters are weak and vulnerable they tend to work together more. When a party survives and grows stronger together they form a more cohesive bond. Many of the problems associated with being the center of the action go away since it takes everyone working together to reach their goals. </p><p></p><p>Give everyone a mountain of hit points and a steady stream of I win buttons and they are just four or five individuals competing for the spotlight, none of them really needs the others for much of anything. To me that is definitely not D&D.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5992019, member: 55225"] I believe that the devs need to spend much more time with the spells and the way they affect creatures. Using hit point thresholds seems like a decent idea until you take into consideration that creatures with varying HD are going to throw a wrench into the gears so to speak. Using level or hit dice is more reasonable since the wide variety of actual hit points derived from each die size causes major problems such as a low level fighter being immune to certain effects while still affecting higher level rogues and wizards. I actually hate using average hit points for players and monsters. I'll roll for each and every creature encountered. Some will be easy to kill others not so much. To me that is as much a part of D&D as armor class and levels. I like the randomness of it all. When the player's characters are weak and vulnerable they tend to work together more. When a party survives and grows stronger together they form a more cohesive bond. Many of the problems associated with being the center of the action go away since it takes everyone working together to reach their goals. Give everyone a mountain of hit points and a steady stream of I win buttons and they are just four or five individuals competing for the spotlight, none of them really needs the others for much of anything. To me that is definitely not D&D. [/QUOTE]
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[Playtest 2] Wizard and Rogue HD
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