Well that worked in P&P because you didn't want to spend three hours waiting to get started because some players couldn't decide what sort of character they wanted to play.Next you guys will defend classic D&D ability score rolling. 3d6, in order, no rerolls. There's your character. Woops.
No you couldn't.Given enough time I could beat BG 2 solo with 1 HP.
That's not what it is about. Rolling for HP is a shit system because you're only going to gain a small amount of levels
There's an unlikely, but tangible chance of rolling 1 on your to-hit for an entire gameand there's an unlikely, but tangible chance of you rolling 1 HP over and over again.
Certainly it will.And no constitution bonus is going to make up for that.
I only play Baldur's Gate solo, and you're willfully misunderstanding me if you don't get what I am driving at, even if I am not being very clear or exact in my language. I'm not really going to argue this further. Rolling for HP with straight dice is not a good mechanic. It makes encounters more difficult to balance, it's frustrating to players and it leads to grave differences in the HP of characters with identical CON and class levels, but different rolls. Also in BG 2 it's quite possible to finish the game only earning 3-5 levels, if, for example, you play a Druid. (But they had a crazy dumb XP curve).
Defending random HP rolls in a video game is nothing like defending to-hit rolls. You make far more to-hit rolls in a game than you roll for HP. A string of bad HP rolls, while it will likely average out, does not feel good and only encourages reloading. Further, it makes encounters harder to balance. I'm all for traditions but we should never try to defend the stupid ones.
Its not a player cheat. You didnt even get your math right, fighters and other classes gain HD till level 9, only mages and rogues do till level 10 (which ends up working towards rogues and mages advantage). Fucking educate yourself before posting.So houserule your P&P games. BG has houserules for HP. Its not even some press-this-to-admit-you're-a-noob button, houseruled HP is defaulted to on for normal difficulty. Just don't pretend that Max HP is anything other than a player cheat.
Just beat Firkraag, bought as many healing potions and summon scrolls and made my clerics and mages at the very back with healing spells and summons, man I love Jaheira's Heal but only have 2 slots for it, kept using Haste potion to attack the dragon and then retreating for healing and buffs and sending summons to distract him a little bit. Took a little bit of time to finish him tho after a couple of tries.
Installed another tweak to enable the portrait for Edwina or something I think. This will probably be my last post in here, Thanks for the tips.
Its not a player cheat. You didnt even get your math right, fighters and other classes gain HD till level 9, only mages and rogues do till level 10 (which ends up working towards rogues and mages advantage). Fucking educate yourself before posting.So houserule your P&P games. BG has houserules for HP. Its not even some press-this-to-admit-you're-a-noob button, houseruled HP is defaulted to on for normal difficulty. Just don't pretend that Max HP is anything other than a player cheat.
Other than that both sides are follow to the same rules of maxed out hp, so it actually works in favor of enemy creatures, which are easily more plentiful.
It arguably makes fighter classes stronger (hp, as of its most important stats left to luck strikes me as shit), which could certainly use boost against casters in BGII on both sides, so it works towards balance as well.
The only problem i got with maxed hp rolls is having to deal with retards like you. Oh and before any other fucking retarded manchildren has any bright ideas like saying "reload if not natural 20", it is not applicable because to follow the same logic im following youd have to reload when the enemy also gets less than a natural 20.
I fucking swear to god, i wasnt expecting more than a "you max rolls for both sides? interesting, bet it should change the dynamic of the battles somehow". not the "lololol, cheater easy mode" inane and uninformed response you assholes gave.
Max hp on both allies and enemies alike creates some interesting playing dynamics
A completely random boost to endurance, some times actually a penalty. The game intends monsters to be at a certain health which is completely unrelated to their HD. In fact some monsters actually get weaker when you scale their max HP to their HD. Since normal monster HP is not linked to their HD, your whole argument is therefore completely incorrect, illogical and unfounded.most enemies suddenly get a huge boost to endurance
Untrue. Only direct magic damage gets less deadly, but it wasn't important in the first place. The game is in fact far easier.magic is less deadly, which creates a harder game, because magic dominates (and this is an understatement) in the hands of the player.
Incorrect. If you are using magic to augment yourself or otherwise change the course of battle (you are, this is D&D), HP is your time limit you have to get your buffs/debuffs off until you die. Increasing HP therefore increases that time limit. Enemy HP becomes irrelevant once buffs/debuffs are on.The overwhelming mayority of enemies in both games cant cast spells, and they also have another thing in common, they have a failry generous hit dice, like most monster creatures in AD&D. So higher hp ends up working to their advatage.
In a previous post you said a warrior would have 140 hp by level 10, because you were taking into account the D10 maxed hp and a +4 from constitution, when that is in fact wrong, because warrior classes only gain HD up to level 9, the same applies for the constitution bonus. This is what i meant by uninformed retard.
Casual.That said, i find it shitty that you have to roll your hp, rather compromise and max it for everyone than give up on playing anything but a mage because the warrior keeps getting oneshotted, or create scenarios where a single direct damage spell will take care of most your enemies. Both can be fun the first time, but they get old fast.
Whoa whoa wait. No one said max HP on enemies. Maybe you should define your fucking argument before insulting me for divining it for you.
Max HP for both is more reasonable and less cheaty, but even then its rather stupid.
Incorrect. If you are using magic to augment yourself or otherwise change the course of battle (you are, this is D&D), HP is your time limit you have to get your buffs/debuffs off until you die. Increasing HP therefore increases that time limit. Enemy HP becomes irrelevant once buffs/debuffs are on.
If hp is so meaningless why are we having this discussion? and i wouldnt call a 9%-10% meaningless.So when I'm off by one in a completely meaningless manner that doesn't effect the actually statistics, I'm an uninformed retard.
Monster HP is based on their HD+base value, HD for all monsters in AD&D is d8 unless otherwise stated. their HD also determines their saving throw and other level related stuff like their THAC0.What are you then when you think normal Monster HP is based on HD when in fact it isn't? Because that's so wrong that you can't even pretend your argument holds water.
Painful attempt at being funneh
Herp derp. I know what the fucking mod is. You need to *say* what you are talking about, dumbfuck. Not just jump into a conversation with your own bullshit.Whoa whoa wait. No one said max HP on enemies. Maybe you should define your fucking argument before insulting me for divining it for you.
Max HP for both is more reasonable and less cheaty, but even then its rather stupid.
http://www.gibberlings3.net/bg2tweaks/
- Higher HP on Level Up
- Maximum HP Creatures (the bigg)
If you prebuff then it is all irrelevant. Nothing can hurt you.Incorrect. If you are using magic to augment yourself or otherwise change the course of battle (you are, this is D&D), HP is your time limit you have to get your buffs/debuffs off until you die. Increasing HP therefore increases that time limit. Enemy HP becomes irrelevant once buffs/debuffs are on.
HP/time limit? what? stoneskin, mirror image, and a whole plethora of spells trivialize hp. coincidentally the enemy has to go tru those protections to get to you, the need to wear them out by attacking/enduring, of course they are going to see a lot better results if their staying power is upped, the player on the other hand can prebuff, as a result hp becomes sort of irrelevant if they cant hurt you.
If hp is so meaningless why are we having this discussion? and i wouldnt call a 9%-10% meaningless.So when I'm off by one in a completely meaningless manner that doesn't effect the actually statistics, I'm an uninformed retard.
Monster HP is based on their HD+base value, HD for all monsters in AD&D is d8 unless otherwise stated. their HD also determines their saving throw and other level related stuff like their THAC0.What are you then when you think normal Monster HP is based on HD when in fact it isn't? Because that's so wrong that you can't even pretend your argument holds water.
Yes, you are ignorant.
Painful attempt at being funneh
Fair enough.Herp derp. I know what the fucking mod is. You need to *say* what you are talking about, dumbfuck. Not just jump into a conversation with your own bullshit.
Casting stone-skin and having the appropriate spells for the enemies you are expecting to face is hardly cheesing, and thats all you need to steam roll everything, if anything other mods to increase difficulty are recommended, and a lot of those give enemies pre-buffing equivalents.Without cheesing every fight with endless prebuffing, HP is your time limit to get buffs up before your HP runs out and you die. It's not a hard concept to understand.
The difference between 140 and 129 is 1.5%?Holy shit you are bad at math. It's a 1.5-2% difference. Yes, your minor critique really killed the argument.
Monster HD is completely unlinked from monster HP and other stats in BG.
I didn't say BG was some incredibly hard game (without mods). Far from it. All I said is that you are making it easier.Casting stone-skin and having the appropriate spells for the enemies you are expecting to face is hardly cheesing, and thats all you need to steam roll everything, if anything other mods to increase difficulty are recommended, and a lot of those give enemies pre-buffing equivalents.
The difference between 140 and 129 is 1.5%?Holy shit you are bad at math. It's a 1.5-2% difference. Yes, your minor critique really killed the argument.
Monster HD is completely unlinked from monster HP and other stats in BG.
Yes, but we both know the mod uses the maxed HP from the hit dice of the monster manuals, and yes, some monsters have higher hp, but as stated, those are left untouched.
What's the primary difference between a roguelike and an RPG in this situation? The fact that a roguelike is slightly harder to savescum? I'd say that health variance has *exactly* the same effect.Other than that, random stat rolls on level up are a gameplay mechanic better suited for roguelikes, as it tests player adaptability, but outside of a roguelike environment, all it tests is the players patience. You cant tell me starcraft would be a harder game if units hp was randomized.
Well, apart from the fact that ive seen fighters with 37 hit points at level 9 and that statistics mean nothing against single rolls. The deviation varies with con modifiers, so its kind of useless.As stated, the difference between a fighter with average HP and a fighter 3 standard deviations below average w/ 10 HD was a 23.2% penalty. For a fighter with 9 HD its something like a 25% penalty. Don't pretend that you misunderstood the original math post I made, the only percent I gave was the percent health penalty.
Nice try, but most difficult fights in the game are against a big bad plus mooks that get in your way, more hp for them makes the fight longer and more difficult than they originally are.So monsters gain some completely random amount of HP, with many monsters that were intended to be much more difficult than usual (artifically boosted HP) get no bonus. Meanwhile you give yourself a flat +50% bonus to health just 'cause.
Also I'm quite certain the mod doesn't use the HD from the monster manuals but instead straight from the game. Otherwise that would probably only make the problem worse.
What's the primary difference between a roguelike and an RPG in this situation? The fact that a roguelike is slightly harder to savescum? I'd say that health variance has *exactly* the same effect.
Ah, the: "You are a noob lololol" argument, how is the game remotely challenging if you have a good party composition and apropiate spells? hp isnt even accounted for in any strategy to beat any fight on the game, stop being fucking retarded.You know who else complains about games testing their patience? Newbs, and that's why they play on Easy so they don't have to face a challenge which takes up too much of their precious time. You're just doing the same thing except at the same time trying to justify it as not playing on easy through roundabout methods.
Dude, we are talking HP, not to-hit, they are two different things. But yeah, in strategy games deterministic systems are needed, otherwise pure dumb luck can trump good planning.Also Starcraft did have randomized hit chance for units on different levels (Removal of which was a huge negative in SC2). Furthermore WC3 had plenty of randomization. I wouldn't say it made it harder, but it certainly made the game *better*. Removing the randomization and painting over it with a mechanic that hugely favours the player over the enemy would certainly make both of the games worse.