dave2008
Legend
I prefer to keep it class dependentOnly Con mod (min 0 or 1) after level 10 would also work. Range is pretty much the same and is already part of the HP calculation method.
I prefer to keep it class dependentOnly Con mod (min 0 or 1) after level 10 would also work. Range is pretty much the same and is already part of the HP calculation method.
I would keep con bonus, Con does not need less effect in game or we might just delete it then.Oh! I already have a plan for that I just haven't determined how much I want to limit HP. The plan is: up to some level (right now it I'm thinking level 10) HP is calculated normally. Then, after that level (lets say 11) you calculate the HP you get each level based on HD only, no Con bonus, as follows:
d6= 1 HP/ lvl
d8= 2 HP/ lvl
d10= 3 HP/ lvl
d12= 4 HP/ lvl
Of course this method results in a 20th level fighter having approx. 50+ more HP than my method. Not quite what I was looking for in terms of a reduction. Thank you for the suggestion, but I prefer my method.I would keep con bonus, Con does not need less effect in game or we might just delete it then.
but as we now have 4 tiers of play we could reduce HP gain gradually by tier.
Tier 1: as it is now
d6: 4 HP/level
d8: 5 HP/level
d10: 6 HP/level
d12: 7HP/level
Tier 2:
d6: 3 HP/level
d8: 4 HP/level
d10: 5 HP/level
d12: 6HP/level
Tier 3:
d6: 2 HP/level
d8: 3 HP/level
d10: 4 HP/level
d12: 5HP/level
Tier 4:
d6: 1 HP/level
d8: 2 HP/level
d10: 3 HP/level
d12: 4 HP/level
Add con mod normally, min 1 HP per level gain.
As someone whose played a lot of GURPS, I find few things as frustrating as getting a solid hit in and having none of it get through the armor.
Yeah. It just annoys me, personally. It's definitely an "each to their own" thing.Different tastes...
I generally just assume it's written into AC already. Like, if your AC is 16 and your foe rolls a 14, then I'd say they hit but it clangs off the armor, doing no damage (as opposed to the attack missing you by a mile). If they hit but rolled a 2 damage, I'd say it's because the rest got absorbed by the armor.I rather like that armor provides protection.
Well, to be fair, plate armor is like AC 18 and you'd need to have a Dex of 27 to get that.I think it's weird in D&D that a virtually naked character (barbarian) actually does get DR, but a full suit of plate armor typically doesn't offer anything that can't be achieved with a high Dex score.
Yeah. I think this sort of thing works better in a system where you didn't get absolute boatloads of hp. Like in GURPS, where everyone starts out with 10 before they spend their points, and very few people raise it beyond the lower teens.Though, I do somewhat think it would be a poor fit for how D&D approaches defenses and HP.
Well, to be fair, plate armor is like AC 18 and you'd need to have a Dex of 27 to get that.
But this is one of those places that is supposed to show that hit points aren't meat points (yeah, I know, falling damage and the like). The barbarian (well, this is LU, berserker) is protected by their rage and their sheer adrenaline, which prevents them from even noticing wounds until they stop raging. And at that point, their sheer berserkerish nature means that those wounds just aren't that serious to begin with.
Yeah. I think this sort of thing works better in a system where you didn't get absolute boatloads of hp. Like in GURPS, where everyone starts out with 10 before they spend their points, and very few people raise it beyond the lower teens.
Unless you run an E6 or OSR-style of D&D, you're going to wind up with so many hp that having armor absorb it will just turn combat into a slog. Unless you also include rules for damaging or breaking armor, which brings up resource management, which can be a different type of annoyance.
That is basically my plan too, but as I said in a previous post I still plan on giving out some additional HP (based on class HD)I'd play in a game with that rule, but I wouldn't run it myself. I keep wanting to do games with no new Hit Dice after 9th level.
I ran a few campaigns with an armor giving DR system where medium gave DR1 & heavy armor gave DR2. Monsters it harder & squishies felt squishy. If anything it sped things along because players needed to think & strategize more than yoyo healing word/healing light/etc & I as the GM had more room to provide players with cool toys to use in fights.Anecdotally, as o5e has aged, I see more people maxing out dex and then either using a shield, feat, race, or some other option that pushes them to plate levels.
I agree with what you've said though. Combat is already a bit of a slog sometimes. I think adding more DR would make D&D combat slower to resolve.