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Community
General Tabletop Discussion
*Dungeons & Dragons
A Compromise on Hit Points
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<blockquote data-quote="Blackbrrd" data-source="post: 6034502" data-attributes="member: 63962"><p><strong>My suggestion: </strong></p><p><strong>HP = </strong>Con score + (HD*level)</p><p></p><p><strong>Typical hp: </strong></p><p>Wizard-1 14hp (10con, 1d4 roll 4) </p><p>Cleric-1 12hp (10con, 1d8 roll 2)</p><p>Fighter-1 22hp (14con, 1d10, roll 8)</p><p>Rogue-3 25hp (12 con 3d6 roll 13)</p><p>Fighter-3 40hp (18con, 3d10 roll 22)</p><p>Wizard-7 27hp (8con, 7d4 roll 19)</p><p>Cleric-9 55hp (13con, 9d8 roll 32)</p><p></p><p>I feel that adding con mod to hp every level like in 3e made waay to much difference between low and high con score. I also feel that doubling hp when going from level 1 to level 2 makes for a much to big power jump and makes the difference in what's challenging much to big.</p><p></p><p><strong>Typical variant rules:</strong></p><p>Not below average hp at first level, roll for later levels (I would probably go for this one)</p><p>Average hp (Wizard 3, Rogue/Cleric 5, Fighter 6)</p><p>Max hp at first level, roll afterwards</p><p>Max hp at first level, not below average after first level</p><p></p><p>It might be a good idea to do as in AD&D(?), capping hp after name level (9-12th?), so you only get a small increase after that. For instance +1/level for wizard, +2 for rogue/cleric and +3/level for fighter. It would fit pretty well with the flatter math theme of 5e.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6034502, member: 63962"] [B]My suggestion: HP = [/B]Con score + (HD*level) [B]Typical hp: [/B] Wizard-1 14hp (10con, 1d4 roll 4) Cleric-1 12hp (10con, 1d8 roll 2) Fighter-1 22hp (14con, 1d10, roll 8) Rogue-3 25hp (12 con 3d6 roll 13) Fighter-3 40hp (18con, 3d10 roll 22) Wizard-7 27hp (8con, 7d4 roll 19) Cleric-9 55hp (13con, 9d8 roll 32) I feel that adding con mod to hp every level like in 3e made waay to much difference between low and high con score. I also feel that doubling hp when going from level 1 to level 2 makes for a much to big power jump and makes the difference in what's challenging much to big. [B]Typical variant rules:[/B] Not below average hp at first level, roll for later levels (I would probably go for this one) Average hp (Wizard 3, Rogue/Cleric 5, Fighter 6) Max hp at first level, roll afterwards Max hp at first level, not below average after first level It might be a good idea to do as in AD&D(?), capping hp after name level (9-12th?), so you only get a small increase after that. For instance +1/level for wizard, +2 for rogue/cleric and +3/level for fighter. It would fit pretty well with the flatter math theme of 5e. [/QUOTE]
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A Compromise on Hit Points
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