Reading the free download for True20 is enough to see that characters don't gain HP every level, they become more resistant to damage. Simulations where damage is either avoided or resisted are clearly more realistic than the abstract ever expanding pool of HP that D&D presents.
What I'm wondering is if the "Leader Role" that D&D 4E presents as one of the integral roles in any adventuring group is simply an artifact of their arbitrary simulation that involves masses of hit points. We've been assured that ALL classes filing the Leader role (both Clerics and Warlords, so far) will be able to heal as one of their primary functions.
So, could some people with experience in True20 and other systems without expanding HP pools comment? In particular:
1. What classes or archetypes are presented for those systems? Are there healers and are they are prominent and necessary?
2. If there are healers, how do those powers progress as they level up? There's no need to heal more, as damage soaking is relatively flat, so how's it work?
3. If the core "roles" of adventurers are different under those systems, what "roles" are important?
Thanks folks!
What I'm wondering is if the "Leader Role" that D&D 4E presents as one of the integral roles in any adventuring group is simply an artifact of their arbitrary simulation that involves masses of hit points. We've been assured that ALL classes filing the Leader role (both Clerics and Warlords, so far) will be able to heal as one of their primary functions.
So, could some people with experience in True20 and other systems without expanding HP pools comment? In particular:
1. What classes or archetypes are presented for those systems? Are there healers and are they are prominent and necessary?
2. If there are healers, how do those powers progress as they level up? There's no need to heal more, as damage soaking is relatively flat, so how's it work?
3. If the core "roles" of adventurers are different under those systems, what "roles" are important?
Thanks folks!
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