Posted August 22, 2023
(Domain of this topic: Games with character leveling, a hit point-like stat, and a stat that affects HP growth.)
Some games shave some stat that affects HP gains at level up. The stat has various names (I've seen Vitality, Constitution, Endurance, and Stamina used as the name for the stat), but they have a common function; the stat, along with level and perhaps factors like character class, affects the amount of hit points you get. For lack of generality, let's call the stat Vitality.
In many of these games, the hit points you end up with are affected by your Vitality, but not when your Vitality increases. Increasing it late gives you the same HP as if you increased it early. This is termed "retroactive HP gains", and the way I see it, is really the way games *should* work. Examples of this include Might & Magic 3 and onward, Wizardry 8. Dugeons & Dragons (including computer games from Baldur's Gate 1 onward), and many others. (Wizardry 1-5 actually approximate this, but the details are a bit more complicated.)
On others, your HP gains are affected by the Vitality you have at the time of leveling up. Raise it early, and you end up with more HP, in the ling run, than if you had decided to wait until later. Examples of this behavior include Bard's Tale 1-3, Might & Magic 1 and 2, Elder Scrolls series up through Oblivion (Skyrim got rid of the stat entirely, making the discussion irrelevant for that game), and way too many other games. This is termed "non-retroactive HP gains".
What I am wondering is if there are any games that fully invert that. Specifically, are there any games where you will end up with more HP, in the long run, if you wait until the last moment to raise your Vitality?
Some games shave some stat that affects HP gains at level up. The stat has various names (I've seen Vitality, Constitution, Endurance, and Stamina used as the name for the stat), but they have a common function; the stat, along with level and perhaps factors like character class, affects the amount of hit points you get. For lack of generality, let's call the stat Vitality.
In many of these games, the hit points you end up with are affected by your Vitality, but not when your Vitality increases. Increasing it late gives you the same HP as if you increased it early. This is termed "retroactive HP gains", and the way I see it, is really the way games *should* work. Examples of this include Might & Magic 3 and onward, Wizardry 8. Dugeons & Dragons (including computer games from Baldur's Gate 1 onward), and many others. (Wizardry 1-5 actually approximate this, but the details are a bit more complicated.)
On others, your HP gains are affected by the Vitality you have at the time of leveling up. Raise it early, and you end up with more HP, in the ling run, than if you had decided to wait until later. Examples of this behavior include Bard's Tale 1-3, Might & Magic 1 and 2, Elder Scrolls series up through Oblivion (Skyrim got rid of the stat entirely, making the discussion irrelevant for that game), and way too many other games. This is termed "non-retroactive HP gains".
What I am wondering is if there are any games that fully invert that. Specifically, are there any games where you will end up with more HP, in the long run, if you wait until the last moment to raise your Vitality?