Consider a D&D character that starts with a lot of hit points, but only gains a few as they level up. At 1st level, HP = Con score + 1 hit die. Each level gained adds Con modifier to HP. Each tier gained also adds 1 new hit die.
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(For example, a 1st-level fighter with 16 Constitution has 16 + 1d10 hit points. At 2nd level, they gain 3 hit points from their +3 Constitution modifier. At 5th level they advance to tier 2 and gain an additional 1d10 hit points.)
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This means that strong hits can kill even the most powerful of heroes or villains. Their bodies are still mortal, after all. A poisoned goblet can kill the most cunning rogue.pic.twitter.com/C9fPopaf6Q
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However, to represent their skill increasing, characters gain a bonus to Armor Class equal to their level. Our 1st level fighter in ring mail starts with an AC of 15 = (14 + 1). At 5th level, they’ve gained combat experience and a suit of splint mail, raising AC to 22 (17 + 5).
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So this 5th level fighter has AC 22 and about 42 (16 + 15 + 2d10) hit points. This warrior can parry nearly any blow, but they aren’t invincible. Hurling them off a 100-foot cliff will deal 35 (10d6) damage—nearly enough to kill even this great warrior!pic.twitter.com/hM3V1eUZrg
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The current system of “bounded accuracy” prefers to keep ACs and to-hit bonuses low so that even kobolds can always pose a threat. However, because of ballooning HP, encounters like this become wars of attrition; lots of misses before middling hits.
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Plus, since anyone can hit on a natural 20, a hoard of angry kobolds is just as effective in this “unbounded accuracy” system, to coin a phrase. They’re actually more effective in some ways, since their damage counts for more with hit point values so dramatically reduced.pic.twitter.com/xJ4yxYl38A
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The main benefit of high-HP low-AC system is you hit a lot, which means you’re always contributing a little bit. Missing and doing NOTHING feels like you’ve wasted your turn, which sucks. This is all down to game “feel.” One hit doesn’t mean much, but one miss FEELS terrible.
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On the other hand, I would argue that a high-AC low-HP system is better for a narrative-focused game. Since it's harder to hit a skilled warrior in combat, you're better off finding clever ways to defeat them. Hits count for more, making each hit a narrative moment.pic.twitter.com/cL7flZaP20
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Vastauksena käyttäjälle @jamesjhaeck
This is Genesys/SWRPG in a nutshell. Even the tankiest characters are going to have ~25 HP (“Wounds”) at maximum. Of course, the other neat thing about that system is going over your max Wounds causes a critical injury (lasting debuff), not instant death.
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Yes this! I totally agree. My group and I played SWRPG (Fantasy Flight) for 2+ years. It's excellent for dramatic/cinematic story telling. Combat is fast. Still has some 'crunch' in picking abilities/talents and allows for multi-classing.
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