Don't forget how important HP escalation is. For example, a 50% hit rate at first level might mean that over 6 rounds a fighter is likely to drop to 0hp. At 10th level, that might increase to 19-20 rounds. This is how grind happens. Having AC remain relatively static for the duration of a character's career means that the chance to hit will increase, but the length of combat will only marginally increase.
HPs always increase in excess of damage output (with the notable exception of the 3e Sneak Attack bonus).
You're using circular logic. There's no reason that damage output cannot keep pace with hp, or even outpace hp. Just because it hasn't been done that way in the past, doesn't mean it can't be done that way now; isn't the point of a new edition to improve upon the design?
This begs the question, though: If you're trying so hard to remove the function of HPs, why have them in the system in the first place?
The functions of hit points are combat pacing, limited "plot protection," and to (abstractly) track damage of various kinds. Not all of those functions are sympatico, all the time.![]()
I think [MENTION=95255]JonWake[/MENTION] (sorry if I'm wrong) may have meant the function of hp *increases*.
If hp and damage have the same progression, there is no change and the increase has, IMO, no function.
No, that's just regular logic. Nobody has made any kind of damage proposal, so in lieu of hypothetical people making silent and invisible suggestions, I am simply reminding people that adjustments to a combat system need to take into account the escalation of HP values.
You want to increase damage output? Okay, say that every 3 levels you do an extra [W] in damage-- you're still not going to outpace HP progression, but it will negate some of the grindyness of high level combat. A 6th level fighter with a longsword will do 3d8 damage, averaging out to 13.5 points of damage. Assuming a 4e type HP progression, the 6th level fighter will have 35-40 HPs, making a fight last 2.8 hits, or about 6 rounds. That seems to be a good time frame for a fight, assuming it moves at a decent table-clip.
This begs the question, though: If you're trying so hard to remove the function of HPs, why have them in the system in the first place?
It has a function in demarcating the difference between you and creatures that are both lower and higher than your level.
Actually, I've proposed that attack and defense should be kept fairly static (within the sweet spot), and hp and damage used as the main means of scaling.
Yes, but you only need to increase one of damage/BAB to accomplish that. When considering the OP proposal, that function is already covered by BAB increases.
I prefer a system where defense and damage are kept fairly static, while increases are mainly in attack and hp.
That way fighters grow from relatively swingy (e.g. 3 hits to kill with 40% hit chance) to consistent (e.g. 6 hits to kill with 80% hit chance), as they advance in levels.