An Elegant Solution to the Hitpoint Question...

Empath Negative

First Post
HP = Dexterity Modifier*Level + Class Hitdie*Rolled per Level (i.e. d10 for Fighters) + Constitution Score + Level.



At first level you take your constitution score + 1.
At every level thereafter it's your dexterity modifier + Hitdie + Level.


Here's how the system works.

Dexterity represents your natural aptitude at softening a blow, rolling with a punch, this is compounded by your classes expertise in doing this.

An extremely quick and dexterous fighter would be excellent at rolling with punches, dodging blows, and so forth. They would have rather high hitpoints.


However, once they reach the Constitution Score + Level a new mechanic steps in. At this point the character is Bloodied. He is no longer dodging blows, he's taking them. This is when the characters constition modifier becomes very important.

Any attacks the character takes now is reduced to a minimum of 1 by the characters Con modifier. A character with +5 con would be pretty adept at shrugging off most blows through sheer force of badassery. This accounts for all attacks, even magic attacks. The character is "standing tough" at this point.
 

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It's OK. I think any method that gives players a fair shot of building a character they can believe in is OK.

However, IMO the most elegant solution to the differences of opinion floating around is to stick with the core rules, plus "live and let live" on the many interpretations of what damage etc is in D&D.

A few people aren't going to like designs of some classes, races, abilities and spells. The "what is a hit-point" thing is just one of the major differences between us, if it wasn't that it would be something else. The gamers who really can't stand power X or rule Y in the finished product can remove ones that are optional (different levels of "remove" and "optional" are available - YMMV)
 

If the character is dodging blows, why does a flaming longsword do more damage than a non-flaming one? Presumably, the character isn't trying any harder not to get hit!

Under this system, if the character is attacked with a poisoned weapon, under what circumstances does the poison become a factor?

The system you've outlined would work, don't get me wrong, but it doesn't 'fix' the model - it just moves the breakpoints to a slightly different place. Ultimately, if we're sticking with hit points (which is probably best, for speed of play reasons), then IMO groups are going to have to come up with an abstraction and go with it, because I don't believe it is possible to fix all the issues within the model simultaneously, no matter how much you move it around.
 


Here's another elegant solution to the Hit Point Question:

Stop over-thinking hit points.

(the only way to really 'solve' hit points is to abandon them in favor of a whole other system - and that a) isn't going to happen and b) would introduce a whole new set of problems)
 

I hope 5th Ed has options for starting and levelling HP.

But of course easily house-ruled: roll your HD per level, no Con bonus, take it!
 


Here's another elegant solution to the Hit Point Question:

Stop over-thinking hit points.

(the only way to really 'solve' hit points is to abandon them in favor of a whole other system - and that a) isn't going to happen and b) would introduce a whole new set of problems)

well said. HP have stuck around because they work well for D&D due to the kind of play they achieve and their simplicity. It seems attempts to remedy perceived problems about HP just generate angst and controversy. The easy solution is go back to classic HP (which worked fine for most people across the first three editions) and just give some optional methods for different styles of play. Change HP and you change the way the game plays or how people percieve it.
 

If we put our minds to it, it is not difficult to argue that every physical and mental stat improves both AC and hit points.

Hit points are too abstract to seriously believe we can model anything precisely. What is important is that we get interesting enough differentiation and scaling. Where the rubber meets the road is that the players of Dex Guy and Strength Guy and Constitution Guy should all feel they are getting understandable and reasonable rewards for their choice, and that the choices continue to hold up as they level.
 

HP = Dexterity Modifier*Level + Class Hitdie*Rolled per Level (i.e. d10 for Fighters) + Constitution Score + Level.

No no no, this won't do at all! Hit points should equal the square root of your constitution score plus 93% of the value of your level times the number of feats you possess. You also add your intelligence modifier if you're playing a Halfling and it's the second Tuesday of the Month, unless you are playing a cleric, in which case it's your Dexterity modifier.

Simple, Yes?
 

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