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Switch to Forum Live View Modular Hit Points.
11 months ago  ::  Aug 21, 2012 - 8:32AM #11
mellored
Date Joined: Jul 8, 2008
Posts: 19,719
1/2 your con score sounds good for gritty.  Though i can't change it while i'm on my phone.

Also it depends on how easy it is to raise dead.  If it get easier to raise, then you don't need to increase the dead point.
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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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11 months ago  ::  Aug 21, 2012 - 9:19AM #12
drzachary
Date Joined: Apr 29, 2010
Posts: 482

Aug 21, 2012 -- 8:32AM, mellored wrote:

1/2 your con score sounds good for gritty. Though i can't change it while i'm on my phone. Also it depends on how easy it is to raise dead. If it get easier to raise, then you don't need to increase the dead point.




This is a very good point.  One of my favorite systems was Iron Heroes, which had no raise dead, so they frontloaded tons of extra hp.  Seemed to fit in that case.  The assumption of how easy it is to be healed/raised SHOULD play a part in hp allotment!  Good call.

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11 months ago  ::  Aug 21, 2012 - 7:21PM #13
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
I like the idea, Mello.  A system like this should have been included in the packet imo.

The only thing I'm not sure of is your HP per level in Heroic.  It seems like it wouldn't scale well to me (a level 3 fighter with 13 Con would have  75 HP (I think?), compared to 39 for a level 3 mage with the same Con).  I think that's a bit too much of a gap and some pretty big numbers for this edition.  How about 1HD + Con Mod per level (55 fighter vs 31 mage)?

 
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11 months ago  ::  Aug 21, 2012 - 8:22PM #14
trebor_rjf
Date Joined: Sep 30, 2006
Posts: 1,098
you forgot that under the normal rules, you add your level to your -con score threshold. 
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11 months ago  ::  Aug 22, 2012 - 12:41PM #15
Luis_Carlos
Date Joined: Jun 15, 2006
Posts: 2,552
My idea is hit points  + levels of health.

the levels of health would be a different pool and it would the total sum of penalties by fatal injuries, sickness, poisons, lost blood, stealen vitae by undead attacks..... 
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