Voss said:Ah. I see the problem.
Really, the basic classes were always about adventuring. You could pin some fluff background on a wizard and call him a scholarly shut-in, but really, the class has always been about dungeon-crawling, killing things and looting the bodies, just like everyone else.
Then why did classes have a different distrubution of HPs? If a class is about dungeon-crawling and then HPs are helpful just the same in their career, it makes sense everyone should have the same HPs.
Now, one may argue that HPs are less helpfulf to a wizard than a warrior. However, why is that I may then ask? I guess the answer is because wizards rely on warriors to fight ahead and stop the hazards. But having an approach to dungeon-crawling like this, does not make you a fighting dungeon crawler. It makes you a "special partner" of a said warrior, contracted to help him in some tasks. It is the warrior that as a class knows he will directly be facing more risks in dungeon crawl, rather the wizard that his role is to stay in the back.
Enter 4th Ed:
With the unification of resource mechanisms and balance of classes for a combat career different HPs makes no sense. It makes a bit of a sense though on roles such as defender to be harder to bring him down on his defending position. However, I find it far more reasonable, at least fluff wise, that if they stay on a position and are set to defend it they will enjoy a better AC than say more HPs. Which means that they are harder to hit while defending a place- not that they are tougher for combat- since everyone is made for it the same.