On high level severs, random hps don’t matter. By the time you are level 15-20 the chances of your hps not being somewhere near the midline are very low. You roll enough dice you end up with an average.
But our sever is different. My last two characters had nine rounds of PvP between them at levels 4-6. There is a lot of conflict at these low levels, and the quests certainly are not any easier than at high levels.
If we take a barbarian at level five with 14 con, we can expect an average of 64 hps. However if a character rolls min hips twice, they are at 58 hps. To make up that difference, you would have to buy the feat toughness. So the poor roller is a whole feat down on the average roller. But a lucky roller gets 70 hps. That is 12 hps difference at level 5! That is over two feats worth of hps (not that you can take toughness twice, but you get my drift).
This is an extraordinary advantage for the good roller. That hp difference is not due to bad play, it is totally unavoidable, and it isn't remediable with good play. It just bites. That 20% difference in hps is with you during statics and during PvP. It will make the difference between life and death over and over.
This is not in the suggestion page, because I do not have a suggestion that would fix this problem. Max hps give tanks another boost, which they don’t need, and min hps would require a total rejigging of the PvE. But I just thought I would put it out there to see if it bugs anyone as much as it bugs me.
I've had success on both types of characters. It's just as random as as everything else in the DnD system (crits, to hit chance, evasion, spell damage) so I hardly see a problem. It's just another aspect that helps each character be slightly unique.
The answer is obese stigma? IDK It's really frustrating and some people probably even die on purpose to re-roll their HPs.
I understand it can be frustrating, but there are two choices in my mind - either everyone gets the same average HPs or random (max HP is too much of a bonus to some classes). And I prefer random, randomness is the spice of life in EFU:A.
Random is fine enough. Its unique, it stops PvP experts and build-freaks predicting a players HP.
It doesn't matter at the end of the day, does it?
I think the quests on EfU are forgiving enough that even with minimum HP they shouldn't pose too much of a problem (with perhaps an exception or two).
If we want it to remain with an element of randomness, why not instead of 1/2 HP roll being the minimum, we go with 3/4 of the HP roll as the minimum? It'd be a bit more forgiving while still maintaining enough randomness to give it spice.
Hp is annoying at times. When you have an already low con and make a horrible roll it can be devestating to your character, especially as a tank. However it is the way the game works and I am aware of the possible results.
Bad HP rolls give you something to look forward to when you die.
People just need to use more consumables.
Quote from: lolmagics;182554It's just as random as as everything else in the DnD system (crits, to hit chance, evasion, spell damage) so I hardly see a problem. It's just another aspect that helps each character be slightly unique.
This.
Random = good.
Quote from: lolmagics;182554I've had success on both types of characters. It's just as random as as everything else in the DnD system (crits, to hit chance, evasion, spell damage) so I hardly see a problem. It's just another aspect that helps each character be slightly unique.
FWIW, the designers of D&D considered this a mistake (or rather, that they took randomness too far in all of those things) and dialed it all back in 4th Edition. Of course, it's a completely new system balanced in a completely different way.
NWN gives us the choice of max HP or random HP (and we can't change the way random HP works).
Off topic, I know, on topic stuff comes after this: 4th edition was all about balance. Every class is equal, the only way to get ahead is with superior tactics. While this sounds good, doesn't it seem odd that magic, something that is feared, admired, or a bit of both by almost everyone is in no way superior to a fighter? Doesn't it seem odd that even a fighter is capable of creating a vorpal greatsword, and need not ever contact a wizard to get it done, but can instead buy the necessary item at the local general store? This is why I am against balance, things should remain unbalanced, tilted in the favor of certain classes or builds, once one tries to balance everything, it turns into 4.0 eventually.
However, some slight balance should be had, random HP doesn't add much to the game, it's one of the few things I liked about 4.0 is how everyone received a set amount of HP per level. Random HP is a minor inconvenience to skilled builders, who already know how to bring out their character's strengths to the fullest potential, and make up for certain weaknesses, but to less experienced players/builders, missing 10-20 hp is a very serious thing that is in no way fun.
Just my opinion, anyway... I don't see why random HP is important. And in reply to what Hatch said, quests are not forgiving, at all. One wrong step and you are dead, and possibly the rest of your party, unless you stick to the easy things like ghouls and similar quests all the time.
I wouldn't mind seeing PC's get max HP until level 3 as now, then at least mid for level's 4, 5 and 6 then random from then.
It would smooth out the big differences.
With complete randomness from level 3, it does mean the same Constitution 14 Barbarian can have a huge difference in HP by level 8 (82 hp - 112 hp) due to nothing but luck. Narrowing that a *bit* may be good.
Not a huge deal though.
The randomness isn't quite comparable to other rolls like somebody did above, you know. The sheer volume of those rolls means the average is going to be, well, average. HP is rolled only once per level, and those are few and far between. Whether or not random HP is good, it's quite unconvincing to use the comparison as an argument.
RPBB guise.
Well it will average out on the lifetime of your playing EFU!
The first 3 levels are guaranteed to give you maximum HP already, Yalta ;) It's NWN default.
I am (almost) positive that it works like this as of since ever:
Roll max HP level 1-3
Roll 1/2 of your HD to your HD all other levels.
IE you can't roll 1 HP on a Barbarian at levels 4+, only 6-12. At least I think that's how it works on EfU (and CoA). Not sure though. I can't say I have ever in my time here rolled less than half the maximum.
By the by, personally I'd prefer servers to be balanced around max HP and the monsters made a little tougher to compensate. I certainly know I don't shed a tear when I suffer a death when I'm playing a Barbarian who just rolled 6 HP for his last level.
How about allowing players to voluntarily go down a level? That way, they can reroll, but they have to earn it. However, they can only do it immediately after leveling. For an example: a level 4 character.
Barbarian (4) Joe rolls 6 out of 12 for his HP. Poor sucker. To get to level 4, he had to earn 6000xp. He now has 4000xp to get to level 5. If he is within 5% of the XP needed to get to the next level (in this case, 6200xp or lower) he can voluntarily return to 5999 xp, at which point he is able to relevel himself and, possibly, get a higher HP roll.
More feasible at lower levels. More costly at higher levels. And, it has the potential to really slow down the progression of somebody who is obsessed with high base HP. However, it fits in a roleplaying sense that somebody would be more focused on training their body (HP) than their skills (XP and levels) in order to get tougher.
Edit: This also solves the problem of people who take the wrong feat/animal companion/whatever when they level up. DMs won't have to deal with most situations like that since players will have a tool of their own.
I don't get this obsession with max HP....
It's not so much an obsession. It's just that EfU is so incredibly good in almost every single way, that the very tiny little things start being annoying.
Quote from: Listen in Silence;186746It's not so much an obsession. It's just that EfU is so incredibly good in almost every single way, that the very tiny little things start being annoying.
Yeah, I know, but eliff's not playing that halforc mage who kept going round in pixie form any more :P
Noone is equal. noone should have the same hp, or it would be boring.
You win some you loose some, ans like it was said earlier, and i've said it many a time. "meh i died, but hey, at least i get to reroll that shitty level"
I think, to REALLY encourage the survivalist feel, we should set it to MIN HPs/level. This would really make CON and toughness important, and it would balance out everyone's HP to be the same. No more barbarians having 3x the HP of wizards and sorcerers, which is totally unfair. :P
Grrr... want to play.
it's fine as it is
Quote from: Jayde Moon;186828I think, to REALLY encourage the survivalist feel, we should set it to MIN HPs/level. This would really make CON and toughness important, and it would balance out everyone's HP to be the same. No more barbarians having 3x the HP of wizards and sorcerers, which is totally unfair. :P
Grrr... want to play.
In that scenario Min hp for a 10 con barbarian is 6, min hp for a wizard is 2 so a barbarian would actually be guaranteed almost 3x hp of a same con wizard/sorc.
It seems what some of you guys don't realize is this...
Scenario:
You have two PCs, one Barbarian, and one Bard. Both have 14 Constitution and toughness.
The barbarian, by level 3, would have 42 max, the bard will have 26.
If you kept the maximum roll going til level 5, the barbarian would have 73, and the bard would have 42.
Then from there on, it's random... how does that help? It doesn't. All it's going to do is just make the average HP of each PC increase by 10, 15 HP. However, that mage is still going to have the same amount of HP less than that fighter or barbarian.
Just leave it how it is.