Community

 
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
1 year ago  ::  May 24, 2012 - 8:28AM #1
Jim11735
Date Joined: Jun 1, 2009
Posts: 1,512
Good starting value and I really like the way Con modifier is used when advancing - a clever compromise, imo.
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 8:52AM #2
teknohippy
Date Joined: Nov 17, 2008
Posts: 76
Negative hit-point max also levels.
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 9:01AM #3
Stix_Remix
Date Joined: Jun 6, 2008
Posts: 195
I was a bit worried about the "hit dice" mechanic from L&L, but I really like the way it looks in the playtest.  Since you gain 1/2 hit dice as hit points, when you roll for healing you've got much better chances of getting most (if not all) your health back.

Actually like this more than 4e healing surges now.
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 9:04AM #4
kcmorris84
Date Joined: May 24, 2012
Posts: 20

May 24, 2012 -- 9:01AM, Stix_Remix wrote:

I was a bit worried about the "hit dice" mechanic from L&L, but I really like the way it looks in the playtest.  Since you gain 1/2 hit dice as hit points, when you roll for healing you've got much better chances of getting most (if not all) your health back.

Actually like this more than 4e healing surges now.


The new system has the advantage of keeping hit point totals lower throughout the game, as well, which should go a long way toward shortening combat length, which is something that improves on both 3.x and 4E.

I'm slightly confused as to whether you roll for hit points at each level after 1st, though. The section on Constitution (How to Play) indicates that you do, but the character sheets provide a flat number.

Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 9:09AM #5
Stix_Remix
Date Joined: Jun 6, 2008
Posts: 195

May 24, 2012 -- 9:04AM, kcmorris84 wrote:

May 24, 2012 -- 9:01AM, Stix_Remix wrote:

I was a bit worried about the "hit dice" mechanic from L&L, but I really like the way it looks in the playtest.  Since you gain 1/2 hit dice as hit points, when you roll for healing you've got much better chances of getting most (if not all) your health back.

Actually like this more than 4e healing surges now.


The new system has the advantage of keeping hit point totals lower throughout the game, as well, which should go a long way toward shortening combat length, which is something that improves on both 3.x and 4E.

I'm slightly confused as to whether you roll for hit points at each level after 1st, though. The section on Constitution (How to Play) indicates that you do, but the character sheets provide a flat number.


Huh, I missed that.  I wonder why the pregens just automatically get 1/2 hit die.  Maybe that's a module/alternate option?

Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 9:13AM #6
dardor
Date Joined: Jan 17, 2010
Posts: 176
I think that's just so they get a common experience from all playtesters. Makes sense to go the middle route. Otherwise they'll hear complaints about the fighter with 24 hit points at lvl 3 instead of actual feedback on the play feel.

But while we're on that note, that is EXACTLY my problem with hit die...
Wizard's first rule: People are stupid.
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 10:10AM #7
Vash108
Date Joined: Jul 3, 2008
Posts: 38
Yeah I would like to know how this is assigned as well. I am especially confused with the Wizards 16 hp at lvl 1
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 10:15AM #8
Beltaine
Date Joined: Feb 13, 2004
Posts: 27
@Vash108 - Con score + 1d4 (in this case 2) = 16 for the wizard makes sense to me.

From the document you gain Con Score at 1st level plus your hit die (1D?).
    When you level up you gain the higher of your Hit die roll or con mod.
Thus the wizard as presented can't get 1 hp per level due to the Con score of 14 (+2). Seems simple.

 
Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 10:16AM #9
Stix_Remix
Date Joined: Jun 6, 2008
Posts: 195

May 24, 2012 -- 10:10AM, Vash108 wrote:

Yeah I would like to know how this is assigned as well. I am especially confused with the Wizards 16 hp at lvl 1




Starting HP is CON SCORE + 1/2 hit die.

So 14 (con) + 1/2 (1d4) = 16.

Quick Reply
Cancel
1 year ago  ::  May 24, 2012 - 10:18AM #10
Jim11735
Date Joined: Jun 1, 2009
Posts: 1,512
Hit Dice mundane healing is Hit Die + Con... that's cool.

Long Rest replenishes all your HP and all your HD... I think the full HP is too much. 

Wasn't a fan of full HP sleep in 4e.  I would be happy with all that Level amount of HD + Con compared to 1 HP of pre4e.  I feel there should be some hangover to a day of adventuring.  Maybe:

Wake up with 1/2 your HPs or in other words you wake up no longer Bloodied.

Wake up with 1/2 your HPs restored.

Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing