On Facebook: anyone try to implement armor = damage protection, and use h
One thing for sure… is if I’m considering Damage Protection, then I should reduce hp. I was thinking about setting it based on class. For example, fighter would get 6, cleric’s 5, thiefs 4, wizards 3. Not sure if I should count strength modifier, but I think I should. I see what microlite did though. Strength is a stat important for melee combat roles, so by tying hp into that, it ensures player’s will get a natural boost to hp by allocating strength. Alternatively, I thought about setting everyone to just 4 hp + strength bonus.
I also considered making static pc’s (kind of like fighter, wizard, dwarf, elf, thief, and cleric) that would serve as a basis. Players can improve their characters from level 0 forward.
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