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<blockquote data-quote="Nasma" data-source="post: 184978" data-attributes="member: 4505"><p>Personally I prefer D&D as it is, without the high AC, low hitpopint method. The reason is tactics. </p><p></p><p> If I am going to die from two hits (as mmadsen suggested with the fire giants) there is a lot of risk involved. If I am hit once then I would probably run away, not wanting to take the risk of dying from the next blow, thus shortening combat and giving me less opportunity to out think my opponent. If I can take four hits however I can keep on fighting for longer, before the risk outweighs the benefit.</p><p></p><p>Something that no-one has mentioned yet is this: I will NOT die from 4 hits (or 8 or whatever) because when I get low on HP I will drink a potion or get healed. This makes the combat longer, more tactical and more epic. Having a similar effect is the fact that it is a party of PCs against the villain(s). This means that when the lead fighter is injured he can withdraw to heal up or use a ranged attack and let the cleric take the brunt of the attack. This again lengthens combat and allows more oppurtonity for enjoyment.</p></blockquote><p></p>
[QUOTE="Nasma, post: 184978, member: 4505"] Personally I prefer D&D as it is, without the high AC, low hitpopint method. The reason is tactics. If I am going to die from two hits (as mmadsen suggested with the fire giants) there is a lot of risk involved. If I am hit once then I would probably run away, not wanting to take the risk of dying from the next blow, thus shortening combat and giving me less opportunity to out think my opponent. If I can take four hits however I can keep on fighting for longer, before the risk outweighs the benefit. Something that no-one has mentioned yet is this: I will NOT die from 4 hits (or 8 or whatever) because when I get low on HP I will drink a potion or get healed. This makes the combat longer, more tactical and more epic. Having a similar effect is the fact that it is a party of PCs against the villain(s). This means that when the lead fighter is injured he can withdraw to heal up or use a ranged attack and let the cleric take the brunt of the attack. This again lengthens combat and allows more oppurtonity for enjoyment. [/QUOTE]
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