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| hit_points [2020/01/03 20:03] – [Hit Point Recovery] dungeonmaster | hit_points [2020/10/03 15:34] (current) – [Hit Points] dungeonmaster |
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| ====== Hit Points ====== | ====== Hit Points ====== |
| In many role-playing games, hit points are assigned/rolled based on a class and continue to increase based on levels achieved or the relative difficulty of the monsters and the characters who will likely be facing the monster. This really doesn’t make a whole lot of sense, but the play does seem to work out fine by assigning higher and higher amounts of hit points to enemies and to the damage done by both sides. | In many role-playing games, hit points for characters are assigned/rolled based on a class and continue to increase based on levels achieved or the relative difficulty of the monsters and the characters who will likely be facing the monster. This really doesn’t make a whole lot of sense, but the play does seem to work out fine by assigning higher and higher amounts of hit points to enemies and to the damage done by both sides. |
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| In Dice Mob, hit points are assigned based on the size of a character rather than some sort of arbitrary class or profession the player has chosen for their character. Medium-sized races are generally assigned ten hit points to start, and they don’t increase based on level. Large characters will have more hit points. Small ones less. We’ll talk more about this when we talk about races. | In Dice Mob, hit points are assigned more like they are for the monsters they are facing--based on the size of the creature themselves. If they want to stay alive, they aren't given more hit points. They load themselves up with better and better defenses to prevent themselves from taking as little damage as possible. Larger characters will have more hit points than smaller ones and can take more of a beating. But with a fixed number of hit points, there's more of a point of not taking damage (like real life) than knowing you can jump off the roofs of buildings but with your hundreds of hit points, it's no big deal. |
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| So won’t we get to a point where everybody is dying in one hit if they are never gaining in hit points? Not necessarily. The point of skills is often to improve defenses to a point where characters are very difficult to hit while monsters have continually improving offenses to hit them. And vice versa. As there are no real rolls to hit, just to damage, the point is to try to receive little to no damage every round by using a character’s or monster’s skills or weapons or armor. Or to regenerate hit points quickly enough as to essentially accomplish the same thing. | So won’t we get to a point where everybody is dying in one hit if they are never gaining in hit points? Not necessarily. The point is to improve defenses to a point where characters are very difficult to hit while monsters have continually improving offenses to hit them. And vice versa. As there are no real rolls to hit, just to damage, the point is to try to receive little to no damage every round by using a character’s or monster’s skills or weapons or armor. Or to regenerate hit points quickly enough as to essentially accomplish the same thing. |
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| That’s not to say that hit points can never increase. The GM has the ability to create skills that improve hit points as well as to introduce potions that temporarily increase hit points or magical items that increase hit points while they are worn or used. | That’s not to say that hit points can never increase. The GM has the ability to create skills that improve hit points as well as to introduce potions that temporarily increase hit points or magical items that increase hit points while they are worn or used. |