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Alternate Method of Calculating Hit Points
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<blockquote data-quote="MechaPilot" data-source="post: 7385156" data-attributes="member: 82779"><p>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).</p><p></p><p>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.</p><p></p><p>Here's an example of what I mean.</p><p></p><p>A player makes a first level fighter with a Con of 14.</p><p>Under the usual method, she'd have 12 HPs (10 from being a 1st level fighter, 2 from her Con mod).</p><p>Under my method, she'd have 14 (all from her Con score).</p><p></p><p>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.</p><p></p><p>Now, let's look at that same fighter at a few different levels and assuming average HP die rolls for every level beyond first.</p><p></p><p>Level 1</p><p>Original Method: 12</p><p>My Method: 14</p><p></p><p>Level 3</p><p>Original Method: 28</p><p>My Method: 26</p><p></p><p>Level 5</p><p>Original Method: 44</p><p>My Method: 38</p><p></p><p>Level 10</p><p>Original Method: 84</p><p>My Method: 68</p><p></p><p>Level 15</p><p>Original Method: 124</p><p>My Method: 98</p><p></p><p>Level 20</p><p>Original Method: 164</p><p>My Method: 128</p><p></p><p>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.</p><p></p><p>I'm interested to hear your thoughts, concerns, and constructive criticisms. Also, Happy Easter, everyone.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7385156, member: 82779"] 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. [/QUOTE]
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