Alternate Method of Calculating Hit Points

MechaPilot

Explorer
I've been toying with the idea of changing how I calculate PC hit points. Now, I don't really have much of an issue with how many hit points character's start out with. The game starts out fairly deadly, but the PCs progress quickly through the first couple of levels, and I don't generally mind starting games at third level anyway. However, high CR foes have a bit of a problem being truly dangerous against a party of PCs of even a middling level. So, what I'm looking at is trying to come up with a new way to calculate HPs that leaves early levels largely as they are, but results in fewer HPs as you level (compared to the default way of calculating them).

What I'm considering is this: remove the Constitution bonus from the HPs gained per level (including at first level) and replace first level hit points with the character's Constitution score.

Here's an example of what I mean.

A player makes a first level fighter with a Con of 14.
Under the usual method, she'd have 12 HPs (10 from being a 1st level fighter, 2 from her Con mod).
Under my method, she'd have 14 (all from her Con score).

Obviously, in this particular situation, the first level math works out fairly closely between the two methods. I've asked myself what I'd do if this character had a Con score of 9 or less. My decision was that I'd make half the first level HPs from character class the minimum one could have. So a fighter with a Con of 5 or less would have 5 HPs.

Now, let's look at that same fighter at a few different levels and assuming average HP die rolls for every level beyond first.

Level 1
Original Method: 12
My Method: 14

Level 3
Original Method: 28
My Method: 26

Level 5
Original Method: 44
My Method: 38

Level 10
Original Method: 84
My Method: 68

Level 15
Original Method: 124
My Method: 98

Level 20
Original Method: 164
My Method: 128

Over the first five levels, the difference is fairly negligible. However, once we get into the middle level ranges and beyond, we start to see a greater variance. At maximum level, we're talking a 36 point difference.

I'm interested to hear your thoughts, concerns, and constructive criticisms. Also, Happy Easter, everyone.
 

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jaelis

Oh this is where the title goes?
I think it would be weird that most level 1 characters would have the about same HP (since, IMX, most characters start with pretty similar Con scores). If you like that part, then OK. If you don't, you could keep level 1 the way it is now and don't add Con after that.

Either way, I might give a bonus number of hit dice equal to your Con mod. It sounds like you are more worried about hp during a fight, but you might not want to tinker too much with the party's endurance. Also it helps keep Con important.

Also this might make the toughness feat too good, since it would provide a relatively more significant boost.
 

5ekyu

Hero
At level 15 the difference is 25 hp.
At level 15 that might be one round difference, likely not even that.

unless your ultimate goal is "after most of the campaign, i feel the fights are 1 round too long and want to shorten it..." then likely this is a miss.

I think, in general, for campaign design purposes, players have mostly underwhelmed to negative reaction to "i change your character to make it weaker" but have zero problems when their foes are really tough and hurt them a lot.

So, i would approach this "problem" with a nod to simply up the moster damage levels after a certain point.

if your current 15th level combats are taking six rounds, then adding like 5 hp extra damage per round per PC hit equals out to your like 25 fewer hp does.

just seems easier to "fill your tub" (eat up their HP) by adding more water (increasing damage) than cutting off the top of the tub to fit the water level (reworking HP gained from the get go.)
 

snickersnax

Explorer
I applaud your efforts to put your hit-point bloated PCs on a diet.

IMO it may not be enough. Don't feed the monsters :) Fat monsters do not equal lean PCs
 


Shiroiken

Legend
To prevent the 1st level HD from being negated, I'd suggest everything (PCs, NPCs, and monsters) all get half Con score to initial HP, then roll (or average) HP for each HD (so no level 1 max). Will probably come out similar for fighters and barbarians, but keeps the mages with lower HP.
 


Eltab

Lord of the Hidden Layer
I always give my PCs the max HP possible for each level. (Because lots of HPs is the best defense against the Dead condition.)

You could set a Session Zero rule that leveling-up PCs get the 'average die roll' of new HPs instead. The MM already goes with that assumption in their HP line.
 

Tony Vargas

Legend
It's not a bad idea.

CON mod to every HD has been inflating hps not just since 3.0, but since the occasional oddball classes were given large numbers of HD back in the day. You can see the issue in the way CON gets prioritized by players.

I assume 1st level characters still get their HD at 1st level for healing? You could still let it add average or rolled hps to CON, hps'd be high for a few levels, but I doubt it's be disastrous.

I also like the idea of bonus HD from CON mod, whether rolled for hps or just for purposes of healing.
 
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cbwjm

Seb-wejem
I'd also keep the hit die at 1st level so that the fighter with constitution 14 has 24 hit points at level 1. That makes the PCs less fragile at level 1 and should hopefully negate a lucky hit by an orc with his great axe.

Something you will likely see is a decrease in constitution since it now has less impact on a character's total hit points.
 

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