Health Damage Asymmetry: Difference between revisions

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== [[Tabletop Games]] ==
* Fourth Edition ''[[Dungeons and Dragons]]'': Player characters have healing surges which let them recover damage for a while as long as they use their skills well. Enemies generally don't have healing surges. The result is that enemies have many more hit points than player characters in order to keep balance.
** Enemies do in fact have healing surges (1 for Heroic tier, 2 for Paragon, 3 for Epic), but there are very few official monsters that have abilities which allow them to be used so the point usually still stands. Usually.
** [[Subverted Trope|Subverted]] in that enemies generally deal about the same amount of damage as party members.
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* ''[[World of Warcraft]]'' averts this with normal enemies, they have about the same hit points and damage as a player of the same level. (Somewhat lower on both to allow players to kill stuff of equal level.)
** However, player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [[PvP]] until they introduced a defensive stat called resilence, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.
* ''[[Adventure Quest Worlds]]'' has recently done a move away from this trope in regards to boss fights. While player characters go over the 1,000 mark in terms of hit points and can do triple-digit damage to their enemies, the bosses do nasty damage in the triple digits (Wolfwing was doing about 300 damage with every hit), and will kill you quickly if you do not have a healer, a suitable plan or both.
* The original ''[[Ever Quest]]'' completely inverted it. Monster health and damage both scaled much faster than those of players. This was intentionally to force people to group constantly after the first few levels. It also caused the difficulty to scale into the stratosphere at the end game.
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{{reflist}}
[[Category:Role Playing Game]]
[[Category:Health Damage Asymmetry]]
[[Category:RoleCRPG Playing GameTropes]]