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Hitpoint Mechanic Analysis
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<blockquote data-quote="Jack Daniel" data-source="post: 5922414" data-attributes="member: 694"><p>Well, here's something that I didn't notice and didn't take into my considerations: according to the playtest document, you do modify hit dice for Con normally <em>when rolling them to heal during short rests.</em> That kind of changes my whole perception of this issue. The method as written in the playtest does indeed keep HP tight and relatively on the low side, but that might not be such a bad thing after all. </p><p></p><p>KesselZero makes a good point: it's kind of interesting to see Con weighting HP to the low end of the hit die roll, and making more of an impact on the small-HD classes. </p><p></p><p>Think of it another way: if, instead of rolling the hit die for new HP at each level, you're just taking the low (i.e. rounded-down) average result (as it does on the playtest character sheets, viz. 2 for d4, 3 for d6, etc.), then what you're effectively doing is taking the higher of two numbers, either half your hit die or your Con mod. </p><p></p><p>The actual hit die + Con mod then comes into play when you roll your hit dice during short rests, so a fighter with a good Con is still benefiting more (by usually healing better) than a wizard or rogue with the same Con.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 5922414, member: 694"] Well, here's something that I didn't notice and didn't take into my considerations: according to the playtest document, you do modify hit dice for Con normally [i]when rolling them to heal during short rests.[/i] That kind of changes my whole perception of this issue. The method as written in the playtest does indeed keep HP tight and relatively on the low side, but that might not be such a bad thing after all. KesselZero makes a good point: it's kind of interesting to see Con weighting HP to the low end of the hit die roll, and making more of an impact on the small-HD classes. Think of it another way: if, instead of rolling the hit die for new HP at each level, you're just taking the low (i.e. rounded-down) average result (as it does on the playtest character sheets, viz. 2 for d4, 3 for d6, etc.), then what you're effectively doing is taking the higher of two numbers, either half your hit die or your Con mod. The actual hit die + Con mod then comes into play when you roll your hit dice during short rests, so a fighter with a good Con is still benefiting more (by usually healing better) than a wizard or rogue with the same Con. [/QUOTE]
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