View Full Version : Visible HP

09-14-2011, 09:54 PM
There are a ton of folks that seem to have a problem with either their HPs being visible, or with knowing how low the party members' HPs are.

My suggestions:

Give XP and loot bonuses based on Hit Points. The lower the group's HP total, the bigger the bonus.

Alternatively, you could base dungeon scaling on HP not on levels. No harm, no foul if a few low HP folks hit your group...things will adjust; just like a DM would in pnp.

Personally, this is a non-factor to me. I've been healing folks for ages; if they insta-drop I have to make a choice between speeding up my healing or letting them stay dead. I always try a ress or three before giving up and accepting that the group will be better off without them alive.

09-14-2011, 10:17 PM
I can see the lfm's now.

Only Casters for MAX EXP!

But also wouldn't this encourage people to not care about getting their hit points to a viable level?

09-14-2011, 10:21 PM
Hit points are a matter of build choice.

I don't imagine providing a bonus for making poor build choices is a great idea.

09-14-2011, 10:24 PM
Having someone with low hp doesn't bother me. Only fortification worries me. (well, there are a few exceptions to this...)

Now, giving people an incentive to build low hp characters doesn't sound like a good idea to me. Could be interesting, but something about it doesn't sit well with me.

09-14-2011, 10:27 PM
I'm just glad I am not going to be hearing inflated HP statistics from players. Kind of puts it all out in the open. If I have a rogue dying repeatedly in shroud I and he has 250 hp I know not to rex him now instead of him telling me he has 500 hp and having to check myDDO to figure out the "truth as of last logging when the website is actually up and recording character changes," or something to that effect.