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How important is Con to the game?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5576413" data-attributes="member: 11300"><p>Firstly, good topic and interesting discussion; I love this sort of stuff. The following is my take on constitution.</p><p></p><p>I'm of the opinion that constitution and health should only have a minor impact upon hit points. If I was to define hit points I would say they would be made up of some of the following (dependent upon class/experiences/background):</p><p>- A measure of skill in turning potentially serious blows into lesser ones</p><p>- The ability to consistently perform at a high level even under extreme combat pressure</p><p>- The character's physical and mental endurance to keep going in battle; to not give up or give in</p><p>- A measure of luck and perhaps fortune in getting out of physically difficult situations</p><p>- A reflection of possible divine favor lent the character by the gods</p><p>- A measure of inner power to perform at the very limits of a character's potential.</p><p></p><p>What I would prefer of course is that hit points act as a shield and buffer that increases as they increase in power; while leaving the limits of physical damage fairly static across an adventurer's career. Physical damage is represented by wounds measured in damage points and the amount of damage that a character can take is equal parts strength and constitution related.</p><p></p><p></p><p>I will also throw the idea of a fortitude defence in here (fresh from 4e but twisted around somewhat). Where as constitution as an ability score represents a more abstract and static potential physical limit; fortitude is more a reflection of a character's physical state now.</p><p></p><p>I imagine fortitude as an entity that can improve and decline depending upon conditions. It represents the body's capacity to fight afflictions and endure. A character that is fatigued or exhausted has had their fortitude momentarily affected. A character poisoned or diseased (for some diseases) has also had their fortitude affected while their constitution as an abstract limit has not been affected. Given time and successful healing, a character's fortitude will return back to that potential limit. I imagine it possible for a character to suffer an affliction so severe that it permanently affects their constitution. At the same time, I would also imagine that a character's constitution is the ability score that can most readily be permanently improved (along with perhaps charisma while dexterity and wisdom are perhaps the ability scores that are most difficult to improve).</p><p></p><p></p><p>Is really something I would fold into fortitude as above.</p><p></p><p>And so I suppose I see constitution as an important abstract cog that partners the more immediate and applicable Fortitude. Like all ability scores, it represents a physical or experiencial limit that a character can possibly achieve at that point in their career. [I also like the idea that ability scores have their own genetic-hard-coded limit that can never be exceeded by any means except perhaps the most powerful enchantments).</p><p></p><p>I think a sister thread to this one, untangling the mess that is dexterity, armor class, initiative, reflex saves/defences and dodge bonuses would be equally enlightening.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5576413, member: 11300"] Firstly, good topic and interesting discussion; I love this sort of stuff. The following is my take on constitution. I'm of the opinion that constitution and health should only have a minor impact upon hit points. If I was to define hit points I would say they would be made up of some of the following (dependent upon class/experiences/background): - A measure of skill in turning potentially serious blows into lesser ones - The ability to consistently perform at a high level even under extreme combat pressure - The character's physical and mental endurance to keep going in battle; to not give up or give in - A measure of luck and perhaps fortune in getting out of physically difficult situations - A reflection of possible divine favor lent the character by the gods - A measure of inner power to perform at the very limits of a character's potential. What I would prefer of course is that hit points act as a shield and buffer that increases as they increase in power; while leaving the limits of physical damage fairly static across an adventurer's career. Physical damage is represented by wounds measured in damage points and the amount of damage that a character can take is equal parts strength and constitution related. I will also throw the idea of a fortitude defence in here (fresh from 4e but twisted around somewhat). Where as constitution as an ability score represents a more abstract and static potential physical limit; fortitude is more a reflection of a character's physical state now. I imagine fortitude as an entity that can improve and decline depending upon conditions. It represents the body's capacity to fight afflictions and endure. A character that is fatigued or exhausted has had their fortitude momentarily affected. A character poisoned or diseased (for some diseases) has also had their fortitude affected while their constitution as an abstract limit has not been affected. Given time and successful healing, a character's fortitude will return back to that potential limit. I imagine it possible for a character to suffer an affliction so severe that it permanently affects their constitution. At the same time, I would also imagine that a character's constitution is the ability score that can most readily be permanently improved (along with perhaps charisma while dexterity and wisdom are perhaps the ability scores that are most difficult to improve). Is really something I would fold into fortitude as above. And so I suppose I see constitution as an important abstract cog that partners the more immediate and applicable Fortitude. Like all ability scores, it represents a physical or experiencial limit that a character can possibly achieve at that point in their career. [I also like the idea that ability scores have their own genetic-hard-coded limit that can never be exceeded by any means except perhaps the most powerful enchantments). I think a sister thread to this one, untangling the mess that is dexterity, armor class, initiative, reflex saves/defences and dodge bonuses would be equally enlightening. Best Regards Herremann the Wise [/QUOTE]
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