DNDXP Character Hps?

Connorsrpg said:
I gather as your Con score increases so do you hps.
I doubt this, it is just another annoying thing to remember later on in the game, for very little gain (whoppee, 3 HP extra by level 12 when I have increased my CON 3 times- if it is the same increases as 3E ;)). I reckon that it won't change.
 

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mach1.9pants said:
I doubt this, it is just another annoying thing to remember later on in the game, for very little gain (whoppee, 3 HP extra by level 12 when I have increased my CON 3 times- if it is the same increases as 3E ;)). I reckon that it won't change.
It's not too difficult - just increase your Hp by 1 every time you increase your Con by 1. Don't forget to also adjust your hp healed per healing surge (1 per 4 hp), and the number of healing surges per day (if your Con bonus has also increased).
 

Connorsrpg said:
Aha, thank you.

CON SCORE, not MOD. Didn't notice that at all ;) Just assumed is was mod. It all makes so much sense now.

I actually HATE static hps for the record. So every fighter will have the same hps - the only difference being the difference in their Con score is something I do not like. But, I LOVE randomness. I create most things for my game randomly (hance the many DM tools I have, b/c I can't just choose ;)).

I gather as your Con score increases so do you hps.

Does anyone know if this is similar for NPCs, as I have also noticed the many 1st level guys have rather high hps?
As for your second question, it looks like monsters have a similiar formula for HPs.

As for static vs random: The good thing about your problem is that it is easily remedied. If you add the highest and the lowest number on a die and divide them by two, you get an average. If that average is the same as the static HP-increase, you can change the increase to a similiar die. There will be some small differences but most likely not noticable in play.

Example:
Lets say that a fighter in 4e gets 6 HP per level (I don't know if this is the case). The closest approximation is a d12 ((1+12)/2=6,5). In that case, you can say that a fighter gets 1d12 HP per level.
 

From what we've seen, characters gain a fixed 5 to 7 hit points a level, depending on class.

If you really like randomness, I see nothing wrong with adding a d3 roll to modify the added hp. Since the average d3 roll is two, merely subtract two from base hp added and you have the exact same average hit points added per level.

Wizards (normal 5 per level) gain 3 + d3 per level.
Fighters (normal 7 per level) gain 5 + d3 per level.

Personally, I'm pretty happy with the loss of randomness for hit points, but this change wouldn't hurt anything if you really want to leave something to chance.
 

@ Firelance Re static hps: Main thing I dislike is that automatically you can assume what hps a creature has if you assume its level = yours (but not so bad when NPCs/Creatures are built differently). I just like to roll. It seems a shame that the 'rolls' that are important and long-lasting are being removed. I know where current players are coming from...I just don't like it. Not rolling anything with advancement = bland...all just choices or none really. Base att, saves, etc progress so much more slowly that you couldn't really have 'rolls' to differentiat them - something that made hps different (and often led to different tactics by different fighters). (Yeah I know, the old sop story, sucks to roll low, blah, blah, blah, but some heroes are flawed. Most players I have ever played with have no prob with this - it is really only new, computer players, that have even questioned static ideals - and that was for ability scores, but don;t get me started on that ;)).

@ mach1.9 pants: Re increased hps with increased CON. I would say it does, it is actually more difficult if you don't, especially for creating those higher level NPCs (w class lvls). No longer working out 'when' Con went up. Just add Con to hps. (Hope you get what I mean here. I did it with 3x anyway, but technically you had to build from lvl 1 up - surely they wouldn't do that again). Will explain if you don't get me (something that has been discussed before).

@Fallen Seraph - I know monsters get more hps too. I have run several playtests already. Just wondering whether people have worked out the formula. Is it set for brute, soldier, artillary etc, do they add CON score, or are they just given a 'range'?

Cheers for all the responses, though my initial prob was solved...and it was right there in writing all the time ;) Don't assume anything from 3.X ;)
 

It doesn't matter if hit points are static, because damage is random. Stab two fighters of equal CON/equal level an equal amount of times, and one of them is still going to go down before the other.
 

If you really belong to these types of people who like to roll hitpoints, you should also roll for base-attack bonus increases and skill points randomly, with a big chance of not gaining anything at all that level. Oh, and rolling for the chance to get feats and special abilities either randomly or at all, because that leads to interesting tactics, right?

I know that I played The Dark Eye 3rd edition, where you indeed rolled for stat increases and skill improvements as well for hitpoints, negative quality decreases and mana energy. It was fun back then, when every RPG had random rolls for determining how much your character was awesome or totally sucked and you had to stick with him until he died, but I'm surely not going to return to it, now that better alternatives exist, like, not rolling randomly at all.
 

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