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General Tabletop Discussion
*Dungeons & Dragons
Removing the HP Bloat
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<blockquote data-quote="DND_Reborn" data-source="post: 7884870" data-attributes="member: 6987520"><p>Interesting idea. I would be more inclined to boost damage instead of hitting though since with BA hitting isn't typically hard (easily better than 50/50 in most cases).</p><p></p><p></p><p></p><p>The time each player takes is a while for a couple of them. Although not "newbies" anymore, they aren't really experienced either. I know what most of my spells do, I know tactics, etc. from years of playing other editions. So, some of the time is them deciding on spells and other things.</p><p></p><p>As for the module, one of the other players is running it, not me or our normal DM. This was only his 4th time DMing and it went pretty well. I am helping him as "co-DM", keeping him on track and helping him with rulings, etc. That adds a little time, as well.</p><p></p><p>But, this is still a bit issue (the time, I mean) when our regular DM is running the game. So, while it might be factor, I know it isn't all there is too it.</p><p></p><p></p><p>LOL SO TRUE! Sigh... Yeah, I could do that. It means they players don't have to do anything, but the result is pretty much the same (my way gives the players a bit more HP than half, but close enough).</p><p></p><p>The only thing that is sort of weird about it is how the numbers work out. For example, an orc does 9 damage on average. Changing that to 18 doesn't work the same because at 1st level PCs won't have more than 16 HP or so (18 hp is impossible for level 1 PCs). So, while normally a PC could have 12 hp or more and the 9 damage wouldn't kill him, you way doesn't accomplish that.</p><p></p><p>Maybe I could give PCs their normal hp + their CON score? I'll have to look at the numbers more closely.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7884870, member: 6987520"] Interesting idea. I would be more inclined to boost damage instead of hitting though since with BA hitting isn't typically hard (easily better than 50/50 in most cases). The time each player takes is a while for a couple of them. Although not "newbies" anymore, they aren't really experienced either. I know what most of my spells do, I know tactics, etc. from years of playing other editions. So, some of the time is them deciding on spells and other things. As for the module, one of the other players is running it, not me or our normal DM. This was only his 4th time DMing and it went pretty well. I am helping him as "co-DM", keeping him on track and helping him with rulings, etc. That adds a little time, as well. But, this is still a bit issue (the time, I mean) when our regular DM is running the game. So, while it might be factor, I know it isn't all there is too it. LOL SO TRUE! Sigh... Yeah, I could do that. It means they players don't have to do anything, but the result is pretty much the same (my way gives the players a bit more HP than half, but close enough). The only thing that is sort of weird about it is how the numbers work out. For example, an orc does 9 damage on average. Changing that to 18 doesn't work the same because at 1st level PCs won't have more than 16 HP or so (18 hp is impossible for level 1 PCs). So, while normally a PC could have 12 hp or more and the 9 damage wouldn't kill him, you way doesn't accomplish that. Maybe I could give PCs their normal hp + their CON score? I'll have to look at the numbers more closely. [/QUOTE]
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