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Why I think you should try 4e (renamed)
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<blockquote data-quote="Brother MacLaren" data-source="post: 4865244" data-attributes="member: 15999"><p>HP are a mix of ability to withstand punishment and ability to dodge (or at least roll with) mundane attacks. The difference between escalating AC as the primary defensive mechanic, and escalating HP, is that HP can be worn down over time.</p><p></p><p>An 8th-level fighter in B/X might take as many or only half as many hits from 1-HD foes compared to a 1st-level fighter (depending on if he has magic armor), but be able to withstand 8 times as many hits. So if he's taken 3 or 4 hits, he can judge that it's time for a fighting withdrawal. Now suppose we escalated HP slower, but AC faster, so that he is hit only 1/8 as often but can only take 2x as many hits. Fights would be more swingy; he could breeze through hordes of lesser foes effortlessly, or a couple of bad rolls could kill him. The reliance on HP as the main level-based difference in defense reduces the swinginess. </p><p></p><p>I liked the deflect mechanic in the Master Set; a skilled swordsman could indeed improve his ability to parry blows 1-on-1, but a large number of lesser foes could still overwhelm him. As it should be IMO. Conan fights the Battle of the Mounds by engaging foes one at a time, not charging in and letting himself get surrounded by armed men. Give him a high level-based bonus to AC, and he can act like the Bride vs. the Crazy 88, which is not a scene I ever want to see again in a game or a movie.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 4865244, member: 15999"] HP are a mix of ability to withstand punishment and ability to dodge (or at least roll with) mundane attacks. The difference between escalating AC as the primary defensive mechanic, and escalating HP, is that HP can be worn down over time. An 8th-level fighter in B/X might take as many or only half as many hits from 1-HD foes compared to a 1st-level fighter (depending on if he has magic armor), but be able to withstand 8 times as many hits. So if he's taken 3 or 4 hits, he can judge that it's time for a fighting withdrawal. Now suppose we escalated HP slower, but AC faster, so that he is hit only 1/8 as often but can only take 2x as many hits. Fights would be more swingy; he could breeze through hordes of lesser foes effortlessly, or a couple of bad rolls could kill him. The reliance on HP as the main level-based difference in defense reduces the swinginess. I liked the deflect mechanic in the Master Set; a skilled swordsman could indeed improve his ability to parry blows 1-on-1, but a large number of lesser foes could still overwhelm him. As it should be IMO. Conan fights the Battle of the Mounds by engaging foes one at a time, not charging in and letting himself get surrounded by armed men. Give him a high level-based bonus to AC, and he can act like the Bride vs. the Crazy 88, which is not a scene I ever want to see again in a game or a movie. [/QUOTE]
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