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Let's bathe in the Pool of Radiance - 14 - Kobold Massacre

Discussion in 'Codex Playground' started by korenzel, May 31, 2011.

  1. Fafnir Liturgist Patron

    Fafnir
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    Grab the Codex by the pussy
    He makes it look easy. Shed much hair,tears and blood myself. :retarded:
     
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  2. korenzel Educated

    korenzel
    Joined:
    May 18, 2010
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    278
    So far, the encounters haven't been much challenge. Sleep is able to deal with the large numbers of enemies quite well, and we have five magic users in the party. This is bound to change as monsters gain resistance or immunity.

    -------------------------------------------

    UPDATE 4 - Trolls

    Let's resume exploring the slums.

    [​IMG]

    In a room to the east, some goblin guards are alerted.

    [​IMG]

    There's a lot of them.

    [​IMG]

    Ten leaders with bows and twelve normal ones.

    [​IMG]

    Pariah tries to put the leaders to sleep, but the range of the spell is very limited.
    Too limited to reach the packs of leaders.
    Since canceling the spell would waste it, he casts it at some normal guards.

    [​IMG]

    Excidium doesn't last long against the barrage of arrows from the north.
    He at least had the decency to get to zero hit point, so we don't have to heal or stabilize him.

    [​IMG]

    After many rounds of mopping up, the remaining monsters start to flee.

    [​IMG]

    The party is pretty beat up.

    [​IMG]

    Using the cure spells of the clerics to bring everyone back up, our adventurers explore further.
    Some messages pass automatically without waiting for <Enter>/<Return>, and even with low cycles they can be hard to read or capture in time.

    [​IMG]

    Whatever we found under that floorboard, it was hiding treasure!

    [​IMG]

    Good money here, enough to train a level and more depending on the value of the gems.

    [​IMG]

    As well as a magic shield and a scroll with magic missile!

    [​IMG]

    Back in town for a little rest, we sell our loot.
    The merchant offers quite a lot for the unidentified magic Chain Mail .

    [​IMG]

    Identifying it doesn't change the price, it's good to know.

    [​IMG]

    Overall, we made nearly eight hundred platinum, enough for four training sessions.

    [​IMG]

    Godfrey raises quickly in levels, getting to three before everyone else.

    [​IMG]

    We also train Excidium to level two.

    [​IMG]

    And are offered a list of spells to choose from, handy as there's no scroll shop in town.
    Excidium learns Charm Person.

    [​IMG]

    Pariah's long overdue thief training is done as well.

    [​IMG]

    Godfrey can now cast level two divine magic.
    Silence can be useful against magic users, and so is Resist Fire.

    [​IMG]

    Since we've mostly been fighting humanoids, he memorizes two Hold Person spells and one Slow Poison just in case.

    [​IMG]

    Excidium makes use of his second spell slot to try out the new Charm Person.

    [​IMG]

    And Pariah copies magic missile to his spellbook.

    [​IMG]

    Here's where the party stands after the level ups.
    Godfrey got a good amount of hit points to compensate his bad roll at level two.
    Excidium got almost the maximum.
    Pariah... didn't have such luck.

    [​IMG]

    Back in the slums, we enter the southern region, which turned out to be the rope guild.

    [​IMG]

    Ominous... but the halls are completely empty.

    [​IMG]

    Heading east, we find a shop.

    [​IMG]

    Hmm, weren't we asked to fetch something a long time ago ?

    [​IMG]

    Right, there was this magician whose door we bashed open, Ohlo.

    [​IMG]

    That did the trick. He hands the party a package but our characters are too lawful to even take a look at it.

    [​IMG]

    In a back alley of the rope guild, far to the west, the band of adventurers makes a nasty encounter.

    [​IMG]

    Two ogres, and some green monsters who are revealed to be trolls.

    Challenge rating six... And there's four of them...

    [​IMG]

    Godfrey ties to cast Hold Person.

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    It fails on all targets.

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    Excidium attempts to charm one Ogre.

    [​IMG]

    It fails, and the troll brings down Edward in two consecutive hits, each for seven or eight damage!

    [​IMG]

    The party concentrates fire on the troll in our reach, and Godfrey takes position to block more from attacking.
    Then, arrows are fired to bring down the trolls behind the ogres, who aren't much of a threat.

    [​IMG]

    Everything goes smoothly until the ogres decide to surrender and disappear!
    Our line of defense is no gone.

    [​IMG]

    Thankfully, the remaining trolls, "who know no fear", flee in panic.

    [​IMG]

    Last one to bring down, and the battle is ours.

    [​IMG]

    Of course, everyone decides it's time to miss.

    [​IMG]

    And one of the trolls we brought down grins and gets back up, at full health, right next to Excidium...

    [​IMG]

    Excidium is killed outright from the attacks.
    Another troll wakes up, and brings down Bloodfist.

    [​IMG]

    Godfrey is killed by the northern troll, and Pariah dies after a most severe blow.

    [​IMG]

    Well... that's it.
     
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  3. Luzur Prestigious Gentleman Good Sir

    Luzur
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    reload a savegame perhaps?
     
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  4. Azira Arcane Patron

    Azira
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    Location:
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    Codex 2012
    :bravo: M: :salute:

    Bloody amazing old chap!

    Now, we know you posted something about poison earlier, so we also know you reloaded a save. :smug: Have at it! :love:
     
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  5. MMXI Prestigious Gentleman Arcane

    MMXI
    Joined:
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    :incline:

    Looks like I rolled a 6. Not bad at all.
    :incline:

    You are NOT playing ironman. Reload motherfucker!
    :decline:
     
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  6. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    You know, "trolls" is a very appropriate name for this update. :roll:
     
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  7. Excidium P. banal

    Self-Ejected
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    A single class Wizard has the second highest HP of the party. :lol:

    I thought the party really had that troll encounter...maybe if our casters had more luck with the charm and hold spells.
     
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  8. SoupNazi Arcane Patron

    SoupNazi
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    Serpent in the Staglands
    This would have never happened if Soup was there.
     
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  9. korenzel Educated

    korenzel
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    I'm glad you liked it.

    I managed to win it without using the spell, oddly enough. Those large monsters are easy to kite in corridors.

    The HP situation isn't about to end, as you'll see. Charm and Hold Person have so far been a major disappointment, they rarely work on anything worthy of them, like monsters immune to Sleep.

    Soup's still waiting on the docks, but as the party gains power the means to pay for resurrection get also within our reach, although not quite yet.

    ----------------------------------

    UPDATE 5 - Level Up

    When we last left off :

    [​IMG]

    We won't let these trolls enjoy their victory for long.

    [​IMG]

    The party repeats its previous tactic, that seemed to work well enough.
    The first troll is brought down without killing anyone this time, so our odds are better.
    Bloodfist equips the Arrows +1 to deal a little bit of extra damage.

    [​IMG]

    Since trolls regenerate, the archers slowly whittle down their hit points until they each have less than ten before killing any of them.
    It takes a while and many, many arrows since trolls also regenerate when still alive, about five hit points every other turn.

    [​IMG]

    As before, the ogres eventually surrender and the trolls start to flee. I make sure to follow Metro's advice and camp the bodies of the fallen green monsters to prevent them from springing back up.

    [​IMG]

    Edward R Murrow deals the final killing blow.

    [​IMG]

    We receive an appropriately large amount of experience.

    [​IMG]

    Not much gold though, this will hardly pay for the training we have to do.

    [​IMG]

    At least we got a magic necklace which doesn't seem to do anything when equipped, and some scrolls.

    [​IMG]

    We head back to Ohlo to give him his potion.

    [​IMG]

    A message tells the party that he seems to become younger and stronger.
    Hopefully we won't have to face him in the future.
    He rewards as well as he promised, with a lot more experience.

    [​IMG]

    More platinum and jewelry, enough to pay for at least one training session.

    [​IMG]

    And also some magic bracers (same as Excidium's) for Pariah.

    [​IMG]

    Heading back to the council clerk to see if we've cleared the slums.
    There are no random encounters any more, and I think we've explored everything.

    [​IMG]

    Looks like our adventurers did it!

    [​IMG]

    More experience !

    [​IMG]

    A decent reward in money as well, but no items.

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    The party is also given a new quest in Podal Plaza, but it looks like we'll have to go through Kuto's Well to get there.
    Sounds like an infiltration mission, does this game feature stealth mechanics ?

    [​IMG]

    The necklace is identified and revealed to be a necklace of missiles.
    I suppose it fires magic missiles when used, can be useful to disrupt enemy mages.

    [​IMG]

    We don't need the magic leather armor anymore, as the bracers are better.
    The money will be sorely needed for the upcoming training sessions.

    [​IMG]

    Our jewelry sells for quite a lot of platinum.

    [​IMG]

    Even more money.

    [​IMG]

    This one was pretty cheap.

    [​IMG]

    With a total of one thousand six hundred platinum in Godfrey's purse, we head for the trainer.
    That's enough to afford eight training sessions, and we have ten level-up to do.
    Thief levels are postponed for now, as it seems the least useful class to level.

    [​IMG]

    Godfrey gets ever closer to the maximum cleric level (six).

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    Bee-chan begins to catch up.

    [​IMG]

    Edward R Murrow earns a second first level spell.

    [​IMG]

    And Excidium a new second level spell!

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    From the descriptions in the manual, it sounds like Stinking Cloud is the most useful.
    It makes foes helpless just as Sleep does, but doesn't have the immunities of the latter.

    [​IMG]

    Pariah earns his second level of magic user.

    [​IMG]

    Bee-chan advances her fighting training.

    [​IMG]

    Edward R Murrow does the same.

    [​IMG]

    And Bloodfist becomes even more deadly with a bow.

    [​IMG]

    Excidium memorizes and casts a Read Magic spell to see what our looted scrolls contain.
    Some high level spells in there. Protection from Evil, ten feet radius sounds especially useful.
    We'll hoard them until a mage can scribe and cast them, or if they are needed in a particularly difficult encounter.

    [​IMG]

    Here's a view of the party's current hit points.
    Multi-Class characters are really screwed in this department, they have less hp than Excidium.
    The party's wealth has dwindled, we're now down to seventeen platinum.

    Next time, we head to the Sokal Keep.
     
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  10. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    :love: Trolls, trolls everywhere.

    Yay!
     
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  11. Edward_R_Murrow Prestigious Gentleman Arcane

    Edward_R_Murrow
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    Better than that. Fireballs if it's the same as 2nd Edition's Necklace of Missiles.
     
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  12. MMXI Prestigious Gentleman Arcane

    MMXI
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    Not bad. A 4 this time. That's an 8, 1, 6 and 4. Averages out to 4.75. That's 0.25 above the 4.5 average per level. Though I guess that's only due to forcing maximum health at level 1.

    Still, :incline:


    One of the best items in Baldur's Gate.


    MORE!
     
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  13. Excidium P. banal

    Self-Ejected
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    So much money, gone so quickly. :(

    At least we're much stronger now.

    I bet the next dungeon will be full of undead immune to stinking cloud. :M
     
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  14. juggernaut Educated

    juggernaut
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    My turn for rolling low hp :( How does constitution work in this version of D&D?
     
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  15. korenzel Educated

    korenzel
    Joined:
    May 18, 2010
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    A very good question. I guess it's time to dig up the old rulebooks, which I managed to find after a little time.

    On the matter of equipment restrictions :

    So far, the game is accurate, a similar table can be found in the adventurer's journal, although there's apparently no oil or poison available.

    So far, it's also accurate. Thief abilities seem reduced to backstabbing, and they indeed do not work unless one wears leather armor or nothing at all.

    Now, onto the matter of hit points:

    Using Bloodfist as an example, with 18 constitution, each class level gives him :

    fighter : (d10+4)/3 = (5-14)/3 = 2-5 hit points
    magic-user : (d4+2)/3 = (3-6)/3 = 1-2 hit points
    thief : (d6+2)/3 = (3-8)/3 = 1-3 hit points

    Note that due to rounding, the distribution is no longer uniform. For fighter levels, Bloodfist only has 10% chances to get 5 hit points, instead of 25% as one could expect.

    Now, the game apparently uses a different formula, as maxing out Bloodfist's hit points on level one only permitted me to raise them to eight, instead of the ten he should be able to reach. Since dealing with integers usually means all fractions are dropped, let's consider that possibility. it would give :

    fighter : (d10+4)/3 = (5-14)/3 = 1-4 hit points
    magic-user : (d4+2)/3 = (3-6)/3 = 1-2 hit points
    thief : (d6+2)/3 = (3-8)/3 = 1-2 hit points

    Which would indeed total to eight maximum hit points on level one.

    Unless the game keeps tracks of each individual hp roll and adds them up before the division, multi class character are even more screwed with hit points than I thought.
     
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  16. juggernaut Educated

    juggernaut
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    Hmm, so I chose the worst combination possible for hp, and could actually have rolled 1 hp instead of 2 :o I thought my con bonus would ensure a few but didn't realise how the multi-classing worked. Plate +5 please! :M
     
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  17. korenzel Educated

    korenzel
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    You'd only have 10% chances to roll a one, quite unlikely. Despair not, the game does keep track of unused fractions in some way, since your character just earned six hp from a level of thief and magic-user, which would be impossible otherwise.

    --------------------------------------

    UPDATE 6 - Sokal Keep

    When we last left off, the party was looking for gold to pay overpriced training fees.

    [​IMG]

    Their way leads to the docks, and the only location reachable by boat, the Sokal Keep.

    [​IMG]

    A few steps towards the door and a skeleton is found, the dead kind.

    [​IMG]

    The party searches for anything of value.

    [​IMG]

    Great, elvish runes...

    A careful use of the code-wheel later, the parchment is revealed to contain :

    LUX
    SHESTNI
    SAMOSUD

    [​IMG]

    Moving on to the main gates, the castle looks still inhabited.

    [​IMG]

    By skeletons, the undead kind, and some zombies.

    Skeletons are rebuked easily by our two clerics, and the zombies are very easy to hit and therefore don't stand long in our way.
    Of course, no gold among the remains and pathetic experience.

    [​IMG]

    Exploring the western ramparts, our adventurers stumble on some insects.

    [​IMG]

    These turn out to be huge scorpions.
    There's no Huge Scorpion entry in the Adventurers Journal, but there's this :

    This looks nasty. Excidium is about to unleash a Stinking Cloud, but the spell's pathetic range (two or three squares) means I have to cancel it, as our own party members would be rendered helpless and the northern scorpion unaffected.

    The scorpions are killed without anyone getting hit by their poisonous tails.

    [​IMG]

    Nearby is a room with some fungus, but nothing else of note.

    [​IMG]

    Great, more rot and refuse. At least we seem to have cleared the place of undead.

    [​IMG]

    Exploring the eastern part now, some frog are heard.

    [​IMG]

    They're poisonous ! But they have high armor class, next to no hit points and are far away.
    A volley of arrows kills them all before they even move.

    [​IMG]

    The party enters the keep's armory. A careful search reveals nothing.

    [​IMG]

    Circling back to the northwestern corner, more abandoned buildings are explored.

    [​IMG]

    We get ambushed by some haunts, but initiating combat only leads to them wailing.

    [​IMG]

    As Bee-chan tries to parlay, the game asks for a single word.
    Errr.... LUX ?

    [​IMG]

    It seems to work, as the apparitions start talking.

    [​IMG]

    A cleric bound them here, interesting.

    [​IMG]

    Ah, a journal entry, our very first.

    The story begins to make sense. It looks like the priest's solution was to raise the fallen fighters as undead servants to fight off the monsters. We haven't encountered anything but undead so far, so the plan seems to have succeeded, but Phlan fell nonetheless.

    [​IMG]

    I take that back, there's an army of orcs and hobgoblins right next to the central room.

    [​IMG]

    If there's one thing this game likes to throw at our party, it's large numbers.

    [​IMG]

    About forty enemies to kill in this battle, this could get ugly.

    [​IMG]

    Our adventurers retreat to the northeast and set up a defensive line, allowing archers to unleash arrows while monsters are unable to surround them.

    [​IMG]

    After about half of them die, the rest just surrenders.

    [​IMG]

    A note is found :

    Our party members made a lasting impression on the local leadership! 'The Boss' wants them dead.

    [​IMG]

    Entering the central room.

    [​IMG]

    The party approaches the altar in the center, and a ghostly figure appears.

    [​IMG]

    Again, it wants us to speak a word. Let's try LUX again.

    [​IMG]

    It works, and the ghost reveals he is the Last Priest of Tyr, Ferran Martinez.
    We tell the truth about the city's demise and its infested status.

    [​IMG]

    The ghost acknowledges it, and reveals three names.
    Tyranthraxus, Edranka and Torath apparently used a pool to make monsters more intelligent.
    Could it have been the Pool of Radiance ?

    [​IMG]

    Mendor may have known more, interesting. There's a library with his name not far from the slums.

    [​IMG]

    Then the ghost reveals a hidden passage in the northeast armory.
    He also tells us a password for the undead guards, but I think we've killed them all anyway.

    [​IMG]

    Martinez didn't lie, there is a hidden passage.

    [​IMG]

    There isn't much of value, apart from some equipment in the northwest corner.

    [​IMG]

    A magic shield, long sword, chain mail and mace, nice.
    Equipping the items, they are revealed to be a Shield +1, a Long Sword +1, a Chain Mail +1 and a Mace +2.
    Godfrey gets both the shield and the mace, Pariah gets the long sword, and the armor will be sold.

    [​IMG]

    Returning to the city clerk, our mission is complete.

    [​IMG]

    At last, some decent experience.

    [​IMG]

    And a little money doesn't hurt either.

    [​IMG]

    A new assignment is available.

    [​IMG]

    This man wants us to head to the Textile Complex.

    [​IMG]

    It's out of our reach for now, but we'll keep it in mind.

    [​IMG]

    With decent money in their pockets, the party can finally afford training for everyone.

    Bee-chan reaches the second magic-user level.
    Edward R Murrow earns a third fighter level.
    Bloodfist gets one level of thief and one level of magic user.
    Pariah trains and raises two levels as a thief.

    I overlooked a shop when I first described the city, there's also a jeweler.

    [​IMG]

    She sells expensive items, probably a means to carry money without suffering the weight of the coins.

    [​IMG]

    However, they only sell for half the price they're bought for. The party will keep crawling under the weight of platinum for a while longer.

    Next time, the party will explore west of the slums, an area called Kuto's Well.
     
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  18. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
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    Ewwwww.

    That's one weird stubborn bug you've got.

    :yeah:

    :salute:
     
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  19. Azira Arcane Patron

    Azira
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    Two levels of thief nets me 4 hitpoints, even though I have 16 con?...
    I could've gotten double that. :decline:

    Please continue dear sir! :salute:
     
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  20. MMXI Prestigious Gentleman Arcane

    MMXI
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    A massive :incline: there.

    Fuck yeah! Godfrey is a beast now. But that's the advantage of single class characters early on. Soon Godfrey's relative power will decrease until he becomes the most worthless character in the party. Though luckily that shouldn't be until after Pool of Radiance, though you'd be a fool to import these characters into Curse of the Azure Bonds anyway.
     
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  21. Pussycat669 Liturgist

    Pussycat669
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    Making some good progress from the looks of it and I like the copy protection scheme. :incline:
     
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  22. Excidium P. banal

    Self-Ejected
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    Holy shit...Those Goldbox games are a bit too crazy with enemy numbers. :lol:
     
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  23. MMXI Prestigious Gentleman Arcane

    MMXI
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    Yeah. That's one of the changes in the second edition. Multi-classed clerics are restricted to the blunt weapons of a single class cleric. The rules clearly define the differences between capability and choice with regards to equipment. Classes that choose not to wield specific weapon types cannot wield those weapon types when dual/multi-classed. Classes that are not capable of wielding specific weapons will be able to to wield them when dual/multi-classing with a class that is capable.

    And this is another. Obviously you can't cast arcane/mage spells in armour in second edition.


    I don't think that's how the calculations are done. It seems to me that first edition AD&D rules suck when it comes to calculating hit points for multi-classed characters. As far as the players handbook goes, it seems that you are supposed to add the hit-dice together, then add the constitution bonus, then divide it by the number of classes. But when you add the constitution bonus once, which constitution bonus do you add for fighter multi-classes with a constitution above 16? As far as I remember, you should apparently add the fighter bonus, making constitutions of above 16 highly advantageous for fighter multi-classes. So following these guidelines:

    Fighter: 1-10
    Magic-User: 1-4
    Thief: 1-6

    Sum: 3-20

    Constitution modifier: +4

    Total: 7-24

    Divide this by 3 and do the rounding and you get 2-8. This is 2-8 hit points for each full level across all classes. Therefore, starting out at level 1/1/1 the character should have anywhere between 2 to 8 hit points. This coincides with you getting 8 maximum.

    Of course, this makes levelling up in individual classes awkward. How many hit points do you get for levelling the thief component of the class? I've skimmed through the entire player handbook and I can't see any mention of it at all. It seems to not bother about that level of precision. As long as a full level up in all constituent classes brings 2-8 hit points in total(in this case), it's all good. This would make it implementation defined.

    It's still a really shitty way to do it, though. You are effectively dividing the constitution modifier by 3 for no real reason. Dividing by three only really makes sense per class. In other words, it only makes sense if it works exactly as you thought it did, adding on each class's constitution modifier to each class's hit-dice, dividing each by two or three (depending on the number of classes) and then adding them up.

    I'm not sure exactly what the second edition policy is, but the Infinity Engine games calculates things nicely. It basically rolls the hit-dice for the class you've levelled up, adds on the constitution modifier as it applies to that class, divides it by 2 or 3 (depending on how many classes make up the multi-class) and adds that on to the current maximum hit points. The games seem to carry forward fractions as each multi-classed character seems to correct their hit points every couple of levels.

    Still, the best way of doing it is to cut out hit dice entirely. Random permanent effects are utterly moronic in video games without a DM to stop you from reloading. It would be far better if fighters were given 5 hit points per level, clerics 4, thieves 3 and mages 2. Constitution bonuses can sit on top of them like they already do. An 18 constitution fighter should gain 9 per level, an 18 constitution cleric only 6 per level, an 18 constitution thief only 5 per level, and an 18 constitution mage only 4 per level. Dual classes can work how they've always worked, as their hit point progressions make sense (you only start gaining hit points in your new class when your old class is reactivated). Multi-classes would work by dividing them correctly, with a fractional carry over every level to prevent certain character combinations from falling behind. I guess the reason D&D didn't do this was because fractions carrying over would have been too much of a burden. Too maths heavy etc.

    Anyway. More!
     
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  24. korenzel Educated

    korenzel
    Joined:
    May 18, 2010
    Messages:
    278
    I don't know, as you said this makes individual class level ups tricky, and it's bound to happen often as none of the classes have similar experience tables.

    The only fractions carried seem to be those from constitution bonuses. A three-classes character with 18 constitution would get +1 hp, +1 hp, +2 hp as he gains levels in each of his classes.
     
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  25. octavius Prestigious Gentleman Arcane

    octavius
    Joined:
    Aug 4, 2007
    Messages:
    15,000
    Location:
    Bjørgvin
    Luck was never a factor. Charm Person and Hold Person simply doesn't work against Ogres and Trolls, those spells only work against man sized humanoids. Against Ogres and Trolls you'd need the lvl 4-5 Charm Monsters and HoldMonsters spells.
    Sleep OTOH, sometimes works on a single Ogre.
     
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