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<blockquote data-quote="Charlaquin" data-source="post: 9439476" data-attributes="member: 6779196"><p>Half of a 20th level character’s HP is somewhere between 55 and 85 HP on average, depending on their class; plus or minus about 20 if they’ve got an unusually high or low con mod. But, again, you have to actually fall unconscious to get that extra HP, which most 20th level characters probably aren’t doing every day - especially not if they have an extra 10d10 HP in their back pocket.</p><p></p><p>That’s the biggest thing for me, Fortitude gives you 40 HP up front and lets you heal another 40 on short rests, so an 80 HP buffer from going unconscious. Recovery gives you no HP up front, a 55 HP healing buffer, and another ~65ish backup that you only get access to if your HP and your buffer both fail. It’s a bit more total HP, but more than half of it can only be used in emergencies, and the first half actively makes the second half harder to access.</p><p></p><p>Between the 40 extra HP and 20 hit die uses, you’re already 2/3 of the way caught up to the Recovery user who used all 10d10 healing and still managed to fall unconscious. You need to be healed 20 times to catch the rest of the way up, which is a big number sure, but again, they had to fall unconscious once to get most of that, whereas all of your extra HP got to go towards keeping you on your feet.</p><p></p><p>The names make sense to me, because Fortitude is functionally like a +4 to your constitution score, plus a small bonus to healing effects on you, where as Recovery is a big pool of self-healing and a free bounce-back if you get knocked out.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9439476, member: 6779196"] Half of a 20th level character’s HP is somewhere between 55 and 85 HP on average, depending on their class; plus or minus about 20 if they’ve got an unusually high or low con mod. But, again, you have to actually fall unconscious to get that extra HP, which most 20th level characters probably aren’t doing every day - especially not if they have an extra 10d10 HP in their back pocket. That’s the biggest thing for me, Fortitude gives you 40 HP up front and lets you heal another 40 on short rests, so an 80 HP buffer from going unconscious. Recovery gives you no HP up front, a 55 HP healing buffer, and another ~65ish backup that you only get access to if your HP and your buffer both fail. It’s a bit more total HP, but more than half of it can only be used in emergencies, and the first half actively makes the second half harder to access. Between the 40 extra HP and 20 hit die uses, you’re already 2/3 of the way caught up to the Recovery user who used all 10d10 healing and still managed to fall unconscious. You need to be healed 20 times to catch the rest of the way up, which is a big number sure, but again, they had to fall unconscious once to get most of that, whereas all of your extra HP got to go towards keeping you on your feet. The names make sense to me, because Fortitude is functionally like a +4 to your constitution score, plus a small bonus to healing effects on you, where as Recovery is a big pool of self-healing and a free bounce-back if you get knocked out. [/QUOTE]
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