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The Sunless Citadel 4.5 Edition Conversion
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7102751" data-attributes="member: 82106"><p>Yeah, the numbers are a bit higher, I didn't especially set out to cut back on hit points, but over time tweaks of whatever sort seems to have had a bit of that effect. Mostly in my system there isn't so much of a range between different classes. Honestly class has become a bit less strictly defined concept in our game. We don't really pay much attention to restrictions based on it, or a lot of prerequisite type stuff anymore, and with hit points being so abstract anyway its hard to say why one character should have more than another (since they don't really track physical toughness for instance, and who's to say that fighters are luckier, more skilled, or mentally stronger than wizards). The upshot being a wizard or a rogue may have less hit points simply because the player doesn't feel the need to crank up CON so much and may play a race that is not quite as tough (this is only a difference of 2 points at most) but anyway the end result is you don't get the 30+ HP bruisers, but the average hit points are not too much different from standard 4e. Damage expressions do tend to be a little higher though. I like tactical fights, but I also like things to be a bit more decisive. I think in some ways it maybe plays out a bit more like your '4.5e' mod, though I did calibrate combats to go 4 rounds, hopefully. Anyway, traps are definitely deadlier!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7102751, member: 82106"] Yeah, the numbers are a bit higher, I didn't especially set out to cut back on hit points, but over time tweaks of whatever sort seems to have had a bit of that effect. Mostly in my system there isn't so much of a range between different classes. Honestly class has become a bit less strictly defined concept in our game. We don't really pay much attention to restrictions based on it, or a lot of prerequisite type stuff anymore, and with hit points being so abstract anyway its hard to say why one character should have more than another (since they don't really track physical toughness for instance, and who's to say that fighters are luckier, more skilled, or mentally stronger than wizards). The upshot being a wizard or a rogue may have less hit points simply because the player doesn't feel the need to crank up CON so much and may play a race that is not quite as tough (this is only a difference of 2 points at most) but anyway the end result is you don't get the 30+ HP bruisers, but the average hit points are not too much different from standard 4e. Damage expressions do tend to be a little higher though. I like tactical fights, but I also like things to be a bit more decisive. I think in some ways it maybe plays out a bit more like your '4.5e' mod, though I did calibrate combats to go 4 rounds, hopefully. Anyway, traps are definitely deadlier! [/QUOTE]
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