Greatest RPG Fans Forum

"The hit point formula"

Printer-friendly version of this topic
Bookmark this topic (Registered users only)
 
Previous Topic | Next Topic 
Conferences Wizardry(r) 1-7 Conferences Wiz 1 - The game that started it all (Protected)
Original message

kakitadairu (2 posts) Click to EMail kakitadairu Click to send private message to kakitadairu Click to view user profile Click to check IP address of the poster
Feb-28-09, 00:31 AM (Pacific)
"The hit point formula"
I'm sure someone has figured this out way ahead of me, but I see posts about people "rerolling" hit dice each level up so it's no harm to share...

How the game determines how many hit points to give you at level up:

1) It calculates your MAXIMUM possible hit points based on your class, race and level: I forget how it works but from most to least: 1) Samurai 2) Fighter/ Lord 3) Priest/ Wizard/ Thief/ Ninja 4) Mage. Dwarves get a HP bonus compared to humans, Elves get a HP penalty.

2) It rolls a percentile dice and possibly adds your VIT and/ or LUCK to the roll, with a ceiling of 100%. Then it multiplies your MAXIMUM by the percentile.

3) If the new score is higher than your current score, it gives you the difference. If it is less than your current score, you gain +1 HP.

Example:

Let's say that an Elf Samurai can receive a maximum of 11 HP per level (I don't recall the exact number). He has 70 HP at level 8. When he levels up, the game calculates that his max is now 99 HP. Then the game rolls a percentile. 70% or less the Elf will gain only 1 HP, and 1-5-18% chance (depending on vitality) that the percentile roll will be 100, in that case the Elf will gain 29 HP. Therefore there is a 70% of gaining just 1 HP.

This is why occasionally you will gain over 100HP in a single level up.

Therefore:

1) In the long run, changing classes to gain more HP is pointless. The way to get more HP in the long run is to gain more levels.

2) Each level you have a chance of gaining the maximum HP. So it's a waste of time to keep rerolling HP at each level up. If you want to reroll, just do it for characters that are really unlucky and get really behind their MAX. Basically you only need to reroll once every 5-6 levels and you'll still not be behind.

  Alert Edit | Reply | Reply With Quote | Top

  Table of Contents

 
 
Lobby | Topics | Previous Topic | Next Topic

Messages in this topic

Sir Blue (7 posts) Click to EMail Sir%20Blue Click to send private message to Sir%20Blue Click to view user profile Click to check IP address of the poster
Feb-28-09, 00:50 AM (Pacific)
1. "RE: The hit point formula"
Interesting. Wizards and Warriors does something very similar I believe.
  Remove | Alert Edit | Reply | Reply With Quote | Top

mad god (307 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Mar-02-09, 04:03 AM (Pacific)
2. "RE: The hit point formula"
Kinda stupid system if you ask me.
Never liked it...
  Remove | Alert Edit | Reply | Reply With Quote | Top

kakitadairu (2 posts) Click to EMail kakitadairu Click to send private message to kakitadairu Click to view user profile Click to check IP address of the poster
Mar-03-09, 06:54 AM (Pacific)
3. "RE: The hit point formula"
Random level ups are all pretty dumb by current RPG gaming standards, unless you enjoy an Ironman type challenge.

Yeah I kind of like the system. It means characters will eventually end up roughly where they should end up. The more you fall behind the curve, the greater your chance and potential gain will be the next level. The bad side is once you hit like level 25+ you will see the disheartening "You've gained 1HP!" message a lot.

Now if only someone has figured out what the LUCK score does...

  Remove | Alert Edit | Reply | Reply With Quote | Top

Scary (334 posts) Click to EMail Scary Click to send private message to Scary Click to view user profile Click to check IP address of the poster
Mar-03-09, 10:09 AM (Pacific)
4. "RE: The hit point formula"
>Now if only someone has figured
>out what the LUCK score
>does...

I believe Snafaru did that in creating his own scenario, using the Wiz1 engine. According to his players' manual:
"The higher your luck the greater your chances to identify chest traps and disarm them."

(There is a link to Snafaru's home page on Llevram's home page.)

  Remove | Alert Edit | Reply | Reply With Quote | Top

Llevram (5160 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Mar-03-09, 08:47 PM (Pacific)
5. "RE: The hit point formula"
I like the randomness ... though yes, a one point bump is ridiculous.

Tools for Wizardry(r) 7

  Remove | Alert Edit | Reply | Reply With Quote | Top


Lock | Archive | Remove

Lobby | Topics | Previous Topic | Next Topic
Rate this topic (1=skip it, 10=must read)? [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ]
Powered by DCF2000 ©1997-2000 by DCScripts. All rights reserved.