Hit Points
Hit points and damage, and how they are handled, control the pacing of the fights in the game. They have a lot of tradition tied to them, but at the same time they can put a lock on the upper levels of the game.
1e & 2e (I don't remember basic) only gave out 10 hit dice. After that you got 1 hit point or s. 3e simplified this to giving hit dice every level until 21st, then we only see 2 hit points / level. Phoenix engine will go to 30 levels.
The distance between hit point pools becomes problematic around 20th level. That's 20 hit points per con modifier increase. Also, 20 hit points per hit die change. A wizard with no con modifier will have 40 hit point on average, to a barbarian with an 18 con having 200, 5x as much. If the attacks of the monsters deal 20 points each, the wizard goes down in 2 hits, the barbarian in 10. But these are averages - because of the dice there's a spread, so a 10d6 damage trap could kill the wizard, but never seriously hurt the barbarian, roughly speaking.
Some amount of hit point divergence is ok, but I get the feeling that, for the longest time the game has been running on tradition here and not on math.
First off. How many swings should an character take, on average, before dropping? 1? 2? 3?
I like 3 - it has a baseball strikes feel. Now, what is average damage? The d6 is the most common damage die. It's average roll is 3.5, so three swings is 10.5. This also turns out to be the average roll of a d20.
So fighters, with 10 hp at 1st level (con not withstanding) can take three hits. Other classes take progressively less...
Phoenix, like 5e, is based around the notion that your ability scores are your target numbers. If someone wants to hit you with a missile they must hit your dexterity score. If they want to bash you up close they have to hit either your dexterity (if you elect to dodge) or your strength (if you elect to parry with a shield). Constitution is base hit points for everyone. If you have a 14 con, you have 14 hit points. And since 3d6 is the assumed rolling method for the average person (PC's being heroes, they still use point by or 4d6 drop) the average hit points are 10.5 - before training.
My inclination is to allow each class to have a base hit point total as well, equal to the hit die of the class. Then all characters add twice their character level in hit points. This leads to this hp spread (Assume a 10 con).
Code:
Hit
Die 1 2 3 4 5
d4 16 18 20 22 24
d6 18 20 22 24 26
d8 20 22 24 26 28
d10 22 24 26 28 30
d12 24 26 28 30 32
The separation of hit point scores remains tight across all levels, con being equal. A high con is noticable, consider a dwarf barbarian with a 19 con - 33 hit points to the elven wizard with a 10 con's 16. This is slightly more than double, but that's the widest gap and it actually closes as we go up in level. At 20th level the barbarian has 71 hit points, and the wizard has 54.
The gap hasn't changed at all, but the proportion has. The hit point amounts are also ultimately lower.
But shouldn't barbarians have amazing toughness? Well, they do, and the hit die system from 5e I think is a wonderful way to represent this - but why have it outside the fight? Why not let characters roll these in the fight?
So yeah, the barbarian has 71 active hit points, but he has 20d12 hp on reserve and will roll an average of 130 points of healing over the course of the adventuring day. The wizard will roll an average 50 over the course of the day with his 20d4.
The attacks of the game are geared towards these understandings. So, at 20th level, a 40 damage trap is serious regardless of who it hits, and a 14d6 is potentially fatal with it's average of 49.5 damage to any party member. Yet after the smoke clears, who recovers faster? The barbarian.
Meanwhile, this approach does much to ease the pressure off the cleric and druid. Cure wounds is a gold spell, and unless you want these two classes to be mandatory for all parties there must be a way to recover from damage. So a party with a cleric can endure a lot more, but a party without one (or a druid) is still able to hold its own and make up for the lack in some other way.
Speaking of Cure Wounds, this is its current draft
Cure Wounds
Valran Conjuration [Healing]
Range: Touch
This spell heals the subject for a number of the subject's hit dice per level.
So, cast as a 3rd level spell on a fighter the spell heals 3d10 damage. On a wizard it's good for 3d6...
Which brings me to the last point of this discussion, what are the hit dice of the classes? I like 5e's die move for dwarves bit. For that to work, no class can have a d4 or d12 hit die by default. We have ten classes, and d8 is the average remaining, yet martial classes should have some hit point edge on magical classes. So I decided to have 3 classes have a d6, 4 classes have a d8 and 3 classes have a d10 hit die. All three classes with a d10 are martial, all three d6's are magical, so that means there are two martial classes with a d8 and two magical classes with a d8, which creates a smooth crossover. That's the logic behind it - here's the list.
Fighter - d10
Barbarian - d10
Ranger - d10
Monk - d8
Rogue - d8
Cleric - d8
Sorcerer - d8
Druid - d6
Wizard - d6
Bard - d6
Why does the sorcerer go up to d8 and the druid down to d6? Well, for starters, the druid can heal himself better than any class in the game. Not only with gold cure effects but also with green status ailment effect removal. Second, the sorcerer needs something to set him apart from the wizard. While the wizard's core spell list cries out elementalist, the sorcerer fills the combat arcane caster role. There's also a color balance to consider.
Valra - d10, d8, d8, d6 32
Balcra - d8, d8, d6, d6 28
Sodra - d10, d8, d8, d8 34
Shunra - d10, 10, d8, d6 34
Abora - d10, d10, d6, d6 32
Blue is the brainy color so its classes overall lag notably behind with 28 points total. Sodra and Shunra are tied for first, Abora and Valra aren't far off at second. The Sodra and Shunra classes will have the fewest skill points while Balcra will have the most once those allotments are chosen.
Could the hit die balances be closer? Maybe, but probably not without disrupting the understood roles of the classes from prior editions, or the mentality of the alignments as they stand. So I like this current array.
Thoughts?
I encourage any commentary - it doesn't look good to read over a thread where one person is doing all the posting.