Static Hit Points

Started by Ebok, March 06, 2012, 03:45:23 AM

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Ebok

I suggest that we do away with Random Hit Point rolls.

Ten Reasons Against Random Hit Point Rolls
[LIST=1]
  • It is one of the most stressful parts of the nwn experience for many front liners.
  • It is a widespread issue, as shown when anytime there is the opportunity for someone to modify their rolls, someone will end up doing it. As proven by the many people that purposefully die in order to have another attempt.
  • Sure we've had it for years, however that does not limit the number of problems that have cropped up over time due to this. I've seen many threats from the DMs over the years and I ask if the bit of random is really worth the trouble, I'll tell you right now the few extra hit points certainly are.
  • Buying a higher Constitution and Toughness and then rolling minimum while another build exactly like you rolls maximum gives then +4 character points and +1 feat advantage over you, even if that spread isn't quite That extreme. Random hp undermines the value of Constitution, this is the only stat that suffers such random devaluation.
  • It doesn't add anything to the game, as Hit Point are already hidden.
  • It creates an unfair and pointlessly random bias that has no real bearing on the characters themselves, if the DMs feel like rewarding a tough character with extra hit points, they're fully capable of giving them con bonuses, which are character specific.
  • Since damage rolls are random, it presents no advantage to know someone's estimated hit points, no more then predicting their attack bonus, damage, or possible feats. All of these must be observed first anyway.
  • Classes with high hit dice are hurt severely when they roll low or minimum and get an undue advantage when they roll maximum.
  • On average these will normally fix themselves, but if you're one of the unlucky ones, then you're just that much more likely to die for no other reason then you're gimped.
  • It's no fun to roll minimum Hit Points.

No Maximum Hit Points

[INDENT]We all know that letting classes have maximum hit points is extremely unbalanced, as well we know that NWN scripts the first three levels to have maximum hit points.
[/INDENT]
I propose that every level after level 3 you gain average Hit Points automatically.
[INDENT]d4: 4, 4, 4, 3, 3, 3, 3, 3, 3, 3
d6: 6, 6, 6, 4, 5, 4, 5, 4, 5, 4
d8: 8, 8, 8, 6, 6, 6, 6, 6, 6
d10: 10, 10, 10, 7, 8, 7, 8, 7, 8
d12: 12, 12, 12, 9, 9, 9, 9, 9, 9
[/INDENT]

Caster13

I think Ebok puts forth a very convincing argument and I whole hardheartedly agree.

Also:

EbokianClass: 11. DnD had the option for static Hit points in their rules, and used them in every multiplayer situation when the game was enlarged beyond the table. Living Anything comes to mind.

Ebok

11. DnD had the option for static Hit points in the DMG, and used them in every multiplayer situation when the game was enlarged beyond the table. Living (greyhawk, city, etc) comes to mind.

xXCrystal_Rose

I've very often had sorcerers with more health than fighters or yes, even barbarians. Without even trying to make a high hp character. Sheer luck. This is an interesting idea, though might just end up favoring higher hit dice classes. My only real concern with this is how the generally higher level of hp will change the effectiveness of damaging magic, which is limited by level and spell slots which are covetous. Something for people more experienced with mechanics than I to discuss.

Pandip

A thousand times yes. There is so much unnecessary frustration, especially as a front liner, to see that you've been stricken with a disadvantage based solely on bad luck in the mechanics of a game that's already predominantly chance-based. There's also the additional frustration of losing not only a level or two, but taking a permanent hit to your HP totals as well.

xXCrystal_Rose

Actually no, I withdraw anything I might have said! Will just stay indifferent on this topic entirely. It does make constitution more useful though.

Ebok

You reneged...    :P

Lets look at fireball, 10d6 CL 10. Damage spread 10-60 bell curved to end up around 25-45 damage. If you hit a fighter with the spell three times, you'll be doing about 75-135 damage. Your damage spread far exceeds the fighters hitpoints in this given situation.

In addition, if you are concerned about such high damage spells dealing less, then you need to consider the effect of you casting that on one of the lucky few with maximum hit-points as a barbarian. They'll basically feel nothing. So essentially the damage ratio doesn't change on aggregate, only in the cases of individuals is it felt. Which creates an undue stress which doesn't add much in return.

Ebok

Quote from: xXCrystal_Rose;277538I've very often had sorcerers with more health than fighters or yes, even barbarians. Without even trying to make a high hp character. Sheer luck. This is an interesting idea, though might just end up favoring higher hit dice classes. My only real concern with this is how the generally higher level of hp will change the effectiveness of damaging magic, which is limited by level and spell slots which are covetous. Something for people more experienced with mechanics than I to discuss.
Lets look at fireball, 10d6 CL 10. Damage spread 10-60 bell curved to  end up around 25-45 damage. If you hit a fighter with the spell three  times, you'll be doing about 75-135 damage. Your damage spread far  exceeds the fighters hitpoints in this given situation.

In addition, if you are concerned about such high damage spells dealing  less, then you need to consider the effect of you casting that on one of  the lucky few with maximum hit-points as a barbarian. They'll basically  feel nothing. So essentially the damage ratio doesn't change on  aggregate, only in the cases of individuals is it felt. Which creates an  undue stress which doesn't add much in return.

Kotenku

Unequivocal and unabashed support. Concern that it's not feasible in the NWN engine.

Frenzied

I completely agree with this post.

shadesofblack

I think this suggestion has some merit. Random HPs really do undermine high CON characters quite often, and lopsidedly benefit other high CON characters just as often. I don't think randomness for the sake of randomness is more fun for anyone.

Ebok

I have heard that there were numerous more ways to re-roll hit points then I ever imagined, which I think speaks to my point strongly. The ones I've just been told about in the last bit had a fix created for them, however, that's besides the point.

In addition One of the old topics, for those that wish to see what has been mentioned in the past

Specifically:
Quote from: Howland;182621I 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.
While I would love to agree with Howland at all times, I don't here. However he does suggest that such a thing is possible, and from discussions I've had back in old efu, I've been told this was relatively easy to script.

Vlaid

I agree with static HP's, I've long felt them an unnecessary OOC convenience such as mandatory eating and drinking.

I can understand why the DM's prefer the randomness, but it has always felt to me, as a player, a rather large annoyance to be at the whim of the dice for your characters longterm survivability.

Basically: Randomness in combat is fine, it's combat. But the randomness in your actual characters mechanical power is oft irritating.

That's just my opinion.
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Big Orc Man

I agree with the OP.

The Pathfinder

I agree with Ebok all the time.