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General Tabletop Discussion
*Pathfinder & Starfinder
Constitution variant: fast healing instead of extra HP?
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<blockquote data-quote="Jack Simth" data-source="post: 5608131" data-attributes="member: 29252"><p>Hey now: Personal preferences never have anything to do with logic anyway. Perhaps (s)he said it funny, but it reminding him/her too much of anime for his/her tastes is not invalidated by a listing of non-anime traditional characters that had similar things occur.</p><p></p><p></p><p>As to the OP and the effects:</p><p>1) Things will die much easier, both players and monsters. This will increase the lethality of the game. Reducing damage across the board... just puts you back to the pre-existing situation with larger grains (a given HP means more, but when your HP pool is cut in half, and the damage being dealt to you is also cut in half, the net effect is pretty negligible). Reducing the damage monsters can deal without reducing the damage players can deal has the effect of making monsters easier to kill.</p><p>2) If you survive an encounter, you'll be fully healed for the next at negligible resource cost. Fighters, Rogues, and other classes without significant per-day abilities are boosted slightly compared to classes with significant per-day abilities... but only when doing boring grindfests.</p><p>3) Casters become even better. Fireball + Flame Strike (Wizard, Cleric, in the standard team) will end most encounters outright, mostly regardless of the number of opponents (without con to HP, almost nothing will survive two Xd6/level spells). Once Maximize becomes available, a simple Maximized Fireball becomes Save-Or-Die for the vast majority of opponents of appropriate CR. Forget using mobs.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5608131, member: 29252"] Hey now: Personal preferences never have anything to do with logic anyway. Perhaps (s)he said it funny, but it reminding him/her too much of anime for his/her tastes is not invalidated by a listing of non-anime traditional characters that had similar things occur. As to the OP and the effects: 1) Things will die much easier, both players and monsters. This will increase the lethality of the game. Reducing damage across the board... just puts you back to the pre-existing situation with larger grains (a given HP means more, but when your HP pool is cut in half, and the damage being dealt to you is also cut in half, the net effect is pretty negligible). Reducing the damage monsters can deal without reducing the damage players can deal has the effect of making monsters easier to kill. 2) If you survive an encounter, you'll be fully healed for the next at negligible resource cost. Fighters, Rogues, and other classes without significant per-day abilities are boosted slightly compared to classes with significant per-day abilities... but only when doing boring grindfests. 3) Casters become even better. Fireball + Flame Strike (Wizard, Cleric, in the standard team) will end most encounters outright, mostly regardless of the number of opponents (without con to HP, almost nothing will survive two Xd6/level spells). Once Maximize becomes available, a simple Maximized Fireball becomes Save-Or-Die for the vast majority of opponents of appropriate CR. Forget using mobs. [/QUOTE]
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Constitution variant: fast healing instead of extra HP?
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