|
5 months ago ::
Jan 23, 2013 - 3:22PM
#11
|
Date Joined:
Oct 17, 2007
|
Didn't the early editions of the game stop or limit HP progression at 10th level? Wisdom of the ancients...
Yes. And a certain recent edition had the Con value adding just once at level 1, but after that HP progression was a flat number for each class, in order to keep the HP pools within a reasonable range.
HP/HD as it is appears to be one of the areas where 5E is picking the worse from different editions.
Regarding the action sourge idea, I like the principle. But I'm not keen to link gaining/recovering active resources to any measure of game time.
|
|
|
|
5 months ago ::
Jan 23, 2013 - 3:42PM
#12
|
|
|
I worry a bit about the 5mwd ramifications of letting you convert healing surges into action points/rerolls. Also, renaming healing surges (and then giving them a few other uses) doesn't really fix the verisimilitude issues with them, or the hard day length cap, or make them /encounter limit on healing they way they kind of needed to be (although I suppose abstracting HP to the point of complete and utter meaninglessness and bringing back clerics who can't do anything else if they heal solves a few of those problems... yay...).
Well for the 5MWD worry I had already included an "hour long" rest as a method to regain a point of stamina without the need of a full nights rest. This should allow PCs to adventure for as long as they wish during a single day. Also, because a PC can only spend 1 stamina in an encounter (on rerolls, second wind, or action surges), PCs would be unable to Nova and blow all their stamina at once (the other cause of the 5MWD). The healing portion of stamina allows for more total healing per day than the current 5e HD healing, so PCs will be able to push on for much longer than the current rules allow for. The hour long rest also removes the hard day length cap, while still allowing for story driven reasons to cause PCs to advance without resting.
As for cleric healing, I would much rather see cleric heals restore stamina than HP. This way in combat healing would be a very rare occurence. This makes balancing a group with and without a cleric much easier. A cure light wounds ritual might be able to restore a point of stamina out of combat and a cure light wounds spell could restore one in combat. This would make in combat healing much less mandatory for group succeess. Warlord healing could provide temp HP to differentiate the class from the cleric.
As for V-tude isses: well 5e's HD are way worse than my suggested stamina so I see my suggestion as an improvement on this front. For those who want to throw more "realism" at things though, there could be a gritty wounds module added to the game just for them.
Of the top of my head: Wounds Module When you are dropped below 1 HP or when you suffer a critical hit you receive a wound. Each wound reduces your maximum stamina by 1. When youn maximum stamina is reduced to below 0 you die. Only magical healing and rest can restore wounds. Special: some poisons, attacks, or environmental conditions (such as falling) can cause wounds too.
Ex: Fighter has 6 stamina. He suffers 5 wounds. His maximum stamina is reduced by 5 to 1. He then suffers another critical hit that also drops him below 1 HP for 2 more wounds. His maximum stamina is reduced to -1 and he dies.
|
|
|
|
5 months ago ::
Jan 23, 2013 - 5:08PM
#13
|
|
|
This is predicated on the idea that fights will focus on Con and Wizards won't. That just wasn't a reality in the groups I played in before 4th ed. Three of the most memorable wizards I've ever played with all had cons of 18.
I've seen pre-4e wizards with 18 Con myself, but that's part of the gamble. In those editions, wizards were boss if you survived to high levels. Going with an 18 Con, even at the expense of a non-optimal Int, increased the odds that you'd survive to high level. In 3e having an optimal Int out of the gate was even less important because of the proliferation of attribute boosting magic items. With a 15 Int, and a +3 Int item, you can still learn and cast Wish to bump your Int by as much as another +5.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
|
|
|
|
5 months ago ::
Jan 23, 2013 - 5:24PM
#14
|
Date Joined:
Mar 29, 2012
|
I see HD as stamina. It seems to already do what you suggest, gain back HP with short rests. What I really like is the idea of clerical healing adding to HD rather than HP! Forces rests to recover and makes the heat of combat more deadly. As to a wounded condition I like the idea of an ongoing penalty if you drop below 0 HP.
|
|
|
|
5 months ago ::
Jan 23, 2013 - 5:39PM
#15
|
Date Joined:
Dec 21, 2011
|
I agree that the Con bonus to hit points adds too much, but what I'm most worried about is that in the current system, nearly every class has an incentive to begin the game with a 14 Con to get the +2 bonus at every level. In all of the games I've DMd or played in, it is rare that a player ever chooses less for the Con score...so there is far less variability in character building.
Perhaps the answer is just starting all classes off with CON score hit points like the first playtest package and then let them add HD based on class as they gain in levels. With this, I could see some PCs beginning with 10, or 11 or 12 in CON..making it slightly more varied. Some brave soul may even take an 8 in CON.
|
|
|
|
5 months ago ::
Jan 23, 2013 - 10:19PM
#16
|
Date Joined:
Jan 15, 2009
|
I agree that the Con bonus to hit points adds too much, but what I'm most worried about is that in the current system, nearly every class has an incentive to begin the game with a 14 Con to get the +2 bonus at every level. In all of the games I've DMd or played in, it is rare that a player ever chooses less for the Con score...so there is far less variability in character building.
Yup, this is how I see it too. +Con is a problem, but the issue isn't that fighters get more HP than wizards; wizards can boost Con too. The issue is that everyone has way more HP if they boost con. A wizard with 18 con using the flat-4-per-level will have nearly twice as much HP as one with 10 con (1.67 times as much at level 1 and 1.93 times as much at level 20). That's crazy!
<Ioun> they're apparently making a MolIsCool pp
|
|
|
|
5 months ago ::
Jan 24, 2013 - 8:43AM
#17
|
|
|
I agree that the Con bonus to hit points adds too much, but what I'm most worried about is that in the current system, nearly every class has an incentive to begin the game with a 14 Con to get the +2 bonus at every level. In all of the games I've DMd or played in, it is rare that a player ever chooses less for the Con score...so there is far less variability in character building.
Perhaps the answer is just starting all classes off with CON score hit points like the first playtest package and then let them add HD based on class as they gain in levels. With this, I could see some PCs beginning with 10, or 11 or 12 in CON..making it slightly more varied. Some brave soul may even take an 8 in CON.
Yep, that is why I suggested exactly that. Level 0 (for optional level 0 module and some level 0 monsters) - Start with just Con Score HP Level 1 - Con score and Roll HD (Or take average rounded up)
You no longer need to start at maxed HP at level 1 due to the buffer from your Con score. HP per level will also advance better overall. Taking the average, fighters gain 6 per level wizards gain 4, so fighters have 50% more HP not 300% more.
|
|
|
|
5 months ago ::
Jan 24, 2013 - 8:56AM
#18
|
|
|
This is predicated on the idea that fights will focus on Con and Wizards won't. That just wasn't a reality in the groups I played in before 4th ed. Three of the most memorable wizards I've ever played with all had cons of 18.
This, exactly this.
There are a couple scenarios I can see.
Scenario 1- HP is super important. In this case, every class will take Con as a secondary or maybe even primary stat. Con actually helps REDUCE the HP disparity between classes, such that fighters actually have a smaller bonus over other classes. IMO, no problem at all in this scenario.
Scenario 2- AC is more important than HP. This is the case where the wizard decides to take Dex as secondary stat instead of Con, because HP are not as valuable in your camp[aign for whatever reason, maybe your GM doesn't like to use area damage and he allows the tanks to hold mobs solid. The HP disparity problem, as you stated it, isn't really a problem, because the wizard doesn't care about HP, otherwise he would have taken a higher Con. Also, he has a very significant AC bonus for having such a high Dex, in fact mage armor + 20 dex is basically in line with heavy armor AC, so the lack of HP might not be so bad if it means monsters have trouble even hitting the wizard. IMO, no problem at all in this scenario.
Scenario 3- HP is very important in your campaign, but your players REFUSE to treat Con as an important statistic, and instead use it as a dump stat. The players get the extra extreme challenge they deserve for purposely nerfing themselves, and either have an exciting campaign or die quickly and learn a valuable lesson. IMO, no problem with this scenario.
I just can't see a situation where HP is so super important that this is a big problem, but at the same time HP is unimportant enough that your wizards and rogues are using Con as a dump stat. Con is an important statistic for all classes, a player who chooses to ignore it in favor of some silly glass canon build DESERVES to have a fragile character.
There is no HP/Con problem. You can go about your business.
Didn't the early editions of the game stop or limit HP progression at 10th level? Wisdom of the ancients...
Yes. I like this idea. It doesn't effect the OP's argument in the slightest though, because a character with a large con will still have double or triple the HP of a character who uses con as a dump stat. Of course my opinion is that this is working as intended.
|
|
|
|
5 months ago ::
Jan 24, 2013 - 9:21AM
#19
|
|
|
The players get the extra extreme challenge they deserve for purposely nerfing themselves, and either have an exciting campaign or die quickly and learn a valuable lesson. IMO, no problem with this scenario.
I just can't see a situation where HP is so super important that this is a big problem . . .
There, I bolded the part in your post where it is super important. You're welcome. Not everyone who has a character with low constitution "deserves" that sort of gaming experience. In one of the most recent 3.5 games I played in my friend made an elven bard. We were rolling attributes and bards have ability score dependency for so many abilities that Con ended up his fourth priority. He ended up with a score below 10 and anything that moderately threatened our more optimized party would immediately kill his character. This was a problem for him, for his friends, and for the GM who didn't want to be randomly killing a player character with damage that would barely scathe the rest of the party.
There are many reasonable of ways to fix this problem, but it is a problem to be fixed.
|
|
|
|
5 months ago ::
Jan 24, 2013 - 9:36AM
#20
|
|
|
The players get the extra extreme challenge they deserve for purposely nerfing themselves, and either have an exciting campaign or die quickly and learn a valuable lesson. IMO, no problem with this scenario.
I just can't see a situation where HP is so super important that this is a big problem . . .
There, I bolded the part in your post where it is super important. You're welcome. Not everyone who has a character with low constitution "deserves" that sort of gaming experience. In one of the most recent 3.5 games I played in my friend made an elven bard. We were rolling attributes and bards have ability score dependency for so many abilities that Con ended up his fourth priority. He ended up with a score below 10 and anything that moderately threatened our more optimized party would immediately kill his character. This was a problem for him, for his friends, and for the GM who didn't want to be randomly killing a player character with damage that would barely scathe the rest of the party.
There are many reasonable of ways to fix this problem, but it is a problem to be fixed.
Yep, going Con tertiary or lower usually only results in a +1 bonus...at most. Many PC concepts just can't afford to boost con past 10-12.
Elven wizards (Int Dex) - notice how this allows the wizard to have AC almost as good as the fighters, great initiative, and a bonus to many good skills.
Swashbuckler Rogue (Dex Cha)
Scout Ranger (Dex Wis)
Monk (Dex Wis)
Paladin (Str Cha)
Notice that there are no skills based on Con. So any class that gains a lot of skills is making a poor use of their abilities investing heavily in Con.
Notice that many classes need AC in light armor so must invest in a non-Con secondary.
Notice that wisdom is generally considered the second most powerful ability score due to its bonus to perception skills and that the "worst" spells tend to have wisdom saves.
Now we have the fighter who gets his heavy armor so he doesn't need Dex, he gets the least amount of skills, and no abilities keying of his other ability scores. Fighter's have the most incentive to invest Con out of anyone. Seems rather silly.
|
|
|