Post by Malcadon on Dec 22, 2014 23:34:52 GMT -6
Last week I wanted to checkout the hit point ranges for each level, as this is a vary different system to me. So I ran the numbers and made some charts. It is a neat system that allows characters to attack more at higher levels at the cost of less hit points at higher levels. I hope someone enjoys the data?
As you can see, the hit point ranges increases sharply between classes with spell-caster types getting the lowest ranges while the fighter types get the best — that is normal with any fantasy game of this type. It sound be noted that this system in not normal with how hit points are rolled. At each level the players re-roll the character's hit point total. If the new roll is higher then the old score, the player records the new score as the total. If the roll is equal or less to the old score, the character keeps its old total — no gain. This has the effect of making hit point gain stagnant for a few levels at a time — more so, if you rolled high early on, or used the Max HP at 1st Level rule. This might not sit with players who are so use to getting more HPs with each new level.
It is this rule that gives Barbarians a slight advantage over Fighters early on if the dice prove too fickle (too many low rolls). But this advantage only goes so far, and a high level Fighter would overpower a high level Barbarian with its higher attacks per turn. Also, even without the Max HP at 1st Level rule, you would still not get stuck with a lousy 1 or 2 hit point Fighter, like with classic D&D. Although, at high levels it is a different story. . .
25 hit points are the most that most characters could ever hope for at high level. Even 10th level Barbarians and Fighters may not reach 25 HPs if the rolls are poor or mediocre. As such, even high level characters would have to be careful not to fight big monsters and avoid prolonged engagements with low level grunts, as you cannot rely on your hit points as much (more so, since there are no healing spells and items). This is not bad, as players should always play smart even if their characters are powerful and their opponents are weak.
I like this system as it reminds me of the old Chainmail system where powerful characters can attack multiple men equal to their hit dice. I get tired of high level characters grinding away at opponents with only one attack per round. This time, a high level Fighter can cut down a large monster in a single turn, or cut through a line of troops in short order!
Table Key The black lines are the highest possible number of hit points at a given level, unaffected by higher or low CON. The medium gray lines are the average roll at a given level based on 3.5 roll results, with no adjustments by CON. The light lines are the lowest possible number of hit points at a given level, unaffected by higher or low CON. The blue dots are contact points between the PC's level and hit point ranges. If a blue dot is within the square, it is a whole number. If it is on a line, it is a half-point to the number square it is above. |
As you can see, the hit point ranges increases sharply between classes with spell-caster types getting the lowest ranges while the fighter types get the best — that is normal with any fantasy game of this type. It sound be noted that this system in not normal with how hit points are rolled. At each level the players re-roll the character's hit point total. If the new roll is higher then the old score, the player records the new score as the total. If the roll is equal or less to the old score, the character keeps its old total — no gain. This has the effect of making hit point gain stagnant for a few levels at a time — more so, if you rolled high early on, or used the Max HP at 1st Level rule. This might not sit with players who are so use to getting more HPs with each new level.
It is this rule that gives Barbarians a slight advantage over Fighters early on if the dice prove too fickle (too many low rolls). But this advantage only goes so far, and a high level Fighter would overpower a high level Barbarian with its higher attacks per turn. Also, even without the Max HP at 1st Level rule, you would still not get stuck with a lousy 1 or 2 hit point Fighter, like with classic D&D. Although, at high levels it is a different story. . .
25 hit points are the most that most characters could ever hope for at high level. Even 10th level Barbarians and Fighters may not reach 25 HPs if the rolls are poor or mediocre. As such, even high level characters would have to be careful not to fight big monsters and avoid prolonged engagements with low level grunts, as you cannot rely on your hit points as much (more so, since there are no healing spells and items). This is not bad, as players should always play smart even if their characters are powerful and their opponents are weak.
I like this system as it reminds me of the old Chainmail system where powerful characters can attack multiple men equal to their hit dice. I get tired of high level characters grinding away at opponents with only one attack per round. This time, a high level Fighter can cut down a large monster in a single turn, or cut through a line of troops in short order!