V wrote:I am curious as to the motivation to go away hit points that continually rise as you level. It's not that I'm against TNE's current wound/fixed HP arrangement, but wanting to know why that's chosen over the more common setup that D&D has.
It has to do with extensibility. The idea is that people who are +N levels above you should be a certain amount difficult to take down. D&D has claimed that as a goal since 2nd edition AD&D. And honestly, it's
really hard to make that work with raw hit points.
Consider the difference between level 1 and level 2. The relative hit point gain is, I think you'll agree,
large. Defenses change somewhat of course, but the main differential is the hit point shift, and enemies are practically twice as hard to drop. And yet the differential on hit points from 12th to 13th level is much less obvious. Even as average Con modifiers continue to rise (giving a faster than linear hit point boost over many levels), hit points scarcely ever nearly double going up a level once you get past the first couple. To maintain a constant difficulty, defenses will have o go up in a frankly very difficult to calculate fashion. And you know that they don't. After the first 10 levels there's really very little correlation between the difficulty of a monster and its level. Fighting enemies five or six levels above or below you may be easy or hard.
It's not that you
can't just keep giving out hit points with proportional hit point increases, it's that this gets really problematic really fast. Let's say you start with 10 hit points and your hit points were expected to rise by 50% every level - by level 10 you'd have 577 hit points; by level 20 you'd have 33,253 hit points. That's just not manageable. And the math on hybrid Hit Point/ AC / DR systems is difficult to the degree that no one has ever made one that functioned as advertised. It's not that they can't, it's that it's sufficiently difficult that no one has ever done it.
But compare to a system with Drop DCs and debuff accumulation. The Drop DC can simply rise at a constant rate that is equal to the level-based damage bonus and then you have to get the same amount of debuff and the same damage roll to drop an enemy who is the same amount of levels higher than you. Every time. The entire difficulty of fitting things to the exponential curve just
goes away. Small children can repeatedly add constant numbers, meaning that you don't have to have weird outlying stuff like low level animated objects (almost impossible to kill) or high level undead (made of crepes and plastic wrap apparently).
-Username17