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Constitution = hit points?
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<blockquote data-quote="Hammerforge" data-source="post: 2472247" data-attributes="member: 23564"><p>Hey all,</p><p></p><p>I've been thinking of using an alternate system for hit points to create more of a realistic feel to my next campaign (D&D). Basically, I was thinking of making hit points equal to Constitution score + level. This way not only are hit points tied directly to one's physical toughness rather than an abstract number, but also characters' total hit points will be more realistic at higher levels.</p><p></p><p>The problem with this, though, is that as characters increase their levels, the hit points won't "keep up with" their other abilities that are increasing, such as BAB, etc. This would probably create a problem when deciding what monsters to have them face. In terms of their BAB, they could probably handle tougher monsters with a higher CR, but in terms of their hit points, they wouldn't be able to handle such challenging creatures. So it would always be tough to decide what challenges to throw at them.</p><p></p><p>I am reluctant to part with the Con = HP system because of the sense of realism it adds to the game, but I also recognize this conundrum would probably create an inconsistency in the game. Does anyone have any suggestions on ways to use this hit point system while still confronting the characters with highly challenging monsters? One idea I had was to allow the characters to add more than one hit point when they gain a level, something that would represent an average for their class (e.g., fighters would gain 5 hp per level, monks would gain 4, and so on). This would involve a compromise between the two systems, which might work pretty well.</p><p></p><p>Any thoughts or suggestions?</p></blockquote><p></p>
[QUOTE="Hammerforge, post: 2472247, member: 23564"] Hey all, I've been thinking of using an alternate system for hit points to create more of a realistic feel to my next campaign (D&D). Basically, I was thinking of making hit points equal to Constitution score + level. This way not only are hit points tied directly to one's physical toughness rather than an abstract number, but also characters' total hit points will be more realistic at higher levels. The problem with this, though, is that as characters increase their levels, the hit points won't "keep up with" their other abilities that are increasing, such as BAB, etc. This would probably create a problem when deciding what monsters to have them face. In terms of their BAB, they could probably handle tougher monsters with a higher CR, but in terms of their hit points, they wouldn't be able to handle such challenging creatures. So it would always be tough to decide what challenges to throw at them. I am reluctant to part with the Con = HP system because of the sense of realism it adds to the game, but I also recognize this conundrum would probably create an inconsistency in the game. Does anyone have any suggestions on ways to use this hit point system while still confronting the characters with highly challenging monsters? One idea I had was to allow the characters to add more than one hit point when they gain a level, something that would represent an average for their class (e.g., fighters would gain 5 hp per level, monks would gain 4, and so on). This would involve a compromise between the two systems, which might work pretty well. Any thoughts or suggestions? [/QUOTE]
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Constitution = hit points?
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