Talk:Hit Die Adjustment (3.5e Variant Rule)

From Dungeons and Dragons Wiki
Revision as of 05:44, 12 January 2014 by 174.125.127.43 (talk) (Why do only the lowest get the best benefit?: new section)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Ratings[edit]

RatedDislike.png Foxwarrior dislikes this article and rated it 1 of 4.
I don't understand what this variant rule fixes, but I do know that it makes the "Evocations are totally useless because they mostly scale linearly" problem just that much worse.

Also, Hit Points Gained By Level 20 assumes maximized hit dice without stating that assumption.

RatedDislike.png Ghostwheel dislikes this article and rated it 1 of 4.
I don't see the point of this to tell the truth, except for the fact that it complicates hit dice at certain levels. Also doesn't say anything about how multiclassing interacts.
RatedFavor.png BackHandOfFate favors this article and rated it 4 of 4!
I've always felt that, given how quickly damage output scales upward, HP always lagged behind, especially for lower HD PCs. This is a step in the right direction towards correcting that problem.


Multiclassing Confusion[edit]

I'd thought that by stating "every 7th class level" it would be indicative of including all levels gained from any class, period. But I've made it more clear, and as an afterthought created an exception for monster hit dice. Spanambula (talk) 04:49, 17 April 2013 (UTC)

The term you probably wanted is "Character Level". "Class Level" refers specifically to levels gained within a class in all other instances, so "7th class level" could easily be misinterpreted in this case as meaning that you had to hit level 7 in the class to benefit. - Tarkisflux Talk 04:55, 17 April 2013 (UTC)
Ah, ok. I can see how that would be confusing, then. Changed to character level. The more you know, I suppose. Spanambula (talk) 05:41, 17 April 2013 (UTC)

Why do only the lowest get the best benefit?[edit]

Sure the sorcs/wizs/rogues/bards have learned over those levels how to take a hit better, but moreso than the fighters/barbs/pallys who are constantly right in the heat of the action? while the thought is a good one the implementation not so great. if you wanted to have a variant to give casters just a tad more hp so that they don't lose a fight to a gust of wind just have the hp modifier change from con to their casting stat, int/wis = representing knowledge on the different ways of making the body healthier, and cha = would be similar maybe to a mind over matter ordeal where you convince yourself that you're tougher and hp is less a physical stat than a state of mind

DislikedFoxwarrior + and Ghostwheel +
FavoredBackHandOfFate +