Moderator: GMSarli
Imagist wrote:I don't see how in a condensed reserve point system someone with a higher Constitution score would get more reserve points. Since each point is meant to represent 1/4th of a character's total hit points, a Tough character with 100 hit points (having each reserve point equivalent to 25 hit points) and 8 reserve points doesn’t have an advantage over a Smart character with 40 hit points (having each reserve point equivalent to 10 hit points) and 8 reserve points. Each reserve point still represents ¼ of a character’s total health, and each represents optional uses available to a character. If the Smart character somehow raised their Constitution score and improved their hit points to say 60, each reserve point now is the equivalent to 15 hit points (but they are still only ¼ of the Smart character’s hit points and they still only have 8 of them).
Imagist wrote:I do see how it would be difficult for a character to choose between healing and attempting to gain an edge in combat/social/other encounter scenarios,
Imagist wrote:...but this is assuming reserve points are the only source of healing available in the game. How will the Heal/Treat Injury skill function? How will magical healing function? We don’t know yet.
Imagist wrote:If it is like in 4e where all those things simply allow you to spend a reserve point to heal yourself, than indeed it would be wise to separate reserve hit points from a more action point based daily resource. However, since I do not know the mechanics involved with natural healing/magical healing/or optional healing yet, I propose this system as a means of not only offering alternatives to improving a character’s survivability, but also offering options to improve a character’s versatility and effectiveness when the “chips are down.”
Imagist wrote:Not only do the classes begin with almost twice the normal amount of hit points at SWSE which themselves were about twice the normal amount of hit points in 3e... you are effectively given three times this amount by having reserves which may recharge faster than normal hit points... a first level vanguard has 15+ times the hit point resources of a first level fighter from 3e.
What the hell does Gary expect our player's to be fighting!?

jigsawjones wrote:Imagist wrote:Not only do the classes begin with almost twice the normal amount of hit points at SWSE which themselves were about twice the normal amount of hit points in 3e... you are effectively given three times this amount by having reserves which may recharge faster than normal hit points... a first level vanguard has 15+ times the hit point resources of a first level fighter from 3e.
What the hell does Gary expect our player's to be fighting!?
Stacie_GmrGrl wrote:I vote that Reserve Points should be half the Hit Points, and not Double.
fodigg wrote:Stacie_GmrGrl wrote:I vote that Reserve Points should be half the Hit Points, and not Double.
I thought it was supposed to be scaling depending on how you like to run your game?
Like the options are "half, full, double,", where half is gritty and double is super-heroic.
GMSarli wrote:fodigg wrote:Stacie_GmrGrl wrote:I vote that Reserve Points should be half the Hit Points, and not Double.
I thought it was supposed to be scaling depending on how you like to run your game?
Like the options are "half, full, double,", where half is gritty and double is super-heroic.
I conceptualized it almost like that, but with one more step:
- Reserves = 1/2 x hp: Gritty realism
- Reserves = 1 x hp: Realistic heroism
- Reserves = 2 x hp: Cinematic heroism
- Reserves = 5 x hp: Super-heroism
Also, for everyone who's saying the hp and/or reserves are too high, they can certainly be adjusted, but keep in mind that all damage levels are higher than we're used to because e20 builds an attacker's skill level into the damage. A 1st-level Corsair who specializes in firearms will do an average of 18 damage on a hit with a heavy pistol like a .44 if he aims before the shot; he'd do more with a bigger gun (Desert Eagle .50, 7.62mm assault rifle, etc.), and this isn't factoring in any talents and/or feats that might give him a bigger edge. Given this, even a totally maxed out Dreadnought (say, Con 18, so 64 hp) will go down after four hits, or three if we give the Corsair any talents/feats to boost damage more.
Three or four hits really isn't all that much -- and that's the toughest character in the group.
(Also, as a point of comparison, I see "elite" opponents as being fairly close to heroes in terms of relative toughness and lethality.)
Shado wrote:"Scruffy votes his shares for the mysterious stranger."
"Scruffy believes in this company."
GMSarli wrote:fodigg wrote:Stacie_GmrGrl wrote:I vote that Reserve Points should be half the Hit Points, and not Double.
I thought it was supposed to be scaling depending on how you like to run your game?
Like the options are "half, full, double,", where half is gritty and double is super-heroic.
I conceptualized it almost like that, but with one more step:
- Reserves = 1/2 x hp: Gritty realism
- Reserves = 1 x hp: Realistic heroism
- Reserves = 2 x hp: Cinematic heroism
- Reserves = 5 x hp: Super-heroism
Also, for everyone who's saying the hp and/or reserves are too high, they can certainly be adjusted, but keep in mind that all damage levels are higher than we're used to because e20 builds an attacker's skill level into the damage. A 1st-level Corsair who specializes in firearms will do an average of 18 damage on a hit with a heavy pistol like a .44 if he aims before the shot; he'd do more with a bigger gun (Desert Eagle .50, 7.62mm assault rifle, etc.), and this isn't factoring in any talents and/or feats that might give him a bigger edge. Given this, even a totally maxed out Dreadnought (say, Con 18, so 64 hp) will go down after four hits, or three if we give the Corsair any talents/feats to boost damage more.
Three or four hits really isn't all that much -- and that's the toughest character in the group.
(Also, as a point of comparison, I see "elite" opponents as being fairly close to heroes in terms of relative toughness and lethality.)
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