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General Tabletop Discussion
Character Builds & Optimization
Start high, build slow HP tweak
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<blockquote data-quote="udalrich" data-source="post: 5964378" data-attributes="member: 53796"><p>He was talking about using the con stat, not the bonus, for starting hit points. So the 16 Con barbarian starts with 28 hit points (1d12 max + 16). And presumably gains an additional 4 ht points when he rages.</p><p></p><p>At higher levels, it will change a lot of things. N'raac listed several. Others include:</p><p></p><p>The symbol and power word spells often have a hit point limit. They either need to have that revised downward, or the spells become more powerful.</p><p></p><p>Healing takes less resources. If it currently takes 5 cure criticals wounds to bring the tank from 1 hp to full health, now it probably only takes 3 or 4. </p><p></p><p>If you do not also scale down damage, the time between uninjured and dead decreases notably. A power attacking Storm Giant (CR 13) does 4d6+33 with three attacks, average 57 points of damage per hit. A 13th level fighter with a con of 16 currently has 10+12*5.5+13*3=115 hp. Under the proposed rules, he has 10+16+12*(3+3)=96 hp. Instead of two hits leaving him at about 0, two hits now leave him at -20. The gap will get worse as you go to higher levels. By 20th level, you are about 40 hit points behind the nominal values.</p><p></p><p>OTOH, I've just shown that at 13th level, the fighter has about the hit points you currently expect for a rogue with a similar con score. So the world is more dangerous, but not on the level of front line characters dropping after half the hits.</p><p></p><p>I think this is a viable option. It makes the lower levels safer and the higher levels more dangerous. Characters with con penalties are probably not viable, since con is now a much more important part of your total hit points.</p></blockquote><p></p>
[QUOTE="udalrich, post: 5964378, member: 53796"] He was talking about using the con stat, not the bonus, for starting hit points. So the 16 Con barbarian starts with 28 hit points (1d12 max + 16). And presumably gains an additional 4 ht points when he rages. At higher levels, it will change a lot of things. N'raac listed several. Others include: The symbol and power word spells often have a hit point limit. They either need to have that revised downward, or the spells become more powerful. Healing takes less resources. If it currently takes 5 cure criticals wounds to bring the tank from 1 hp to full health, now it probably only takes 3 or 4. If you do not also scale down damage, the time between uninjured and dead decreases notably. A power attacking Storm Giant (CR 13) does 4d6+33 with three attacks, average 57 points of damage per hit. A 13th level fighter with a con of 16 currently has 10+12*5.5+13*3=115 hp. Under the proposed rules, he has 10+16+12*(3+3)=96 hp. Instead of two hits leaving him at about 0, two hits now leave him at -20. The gap will get worse as you go to higher levels. By 20th level, you are about 40 hit points behind the nominal values. OTOH, I've just shown that at 13th level, the fighter has about the hit points you currently expect for a rogue with a similar con score. So the world is more dangerous, but not on the level of front line characters dropping after half the hits. I think this is a viable option. It makes the lower levels safer and the higher levels more dangerous. Characters with con penalties are probably not viable, since con is now a much more important part of your total hit points. [/QUOTE]
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