D&D 5E How much do you value your Con score?

I tend to put Con at a pretty high priority for my stats. I like playing front line warriors, so it's important to help me stay on my feet. Typically I go second or third most important, depending on what I"m playing. With a fighter or barbarian, it's second. With paladins, rangers or anything else really, it's third. Paladins still need a good concentration check, for example. So the hp and save bonuses are a pretty big deal for me. It may not tie into skills, but dead adventurers don't have any skills either.
 

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If HP really are the be-all and end-all of power, why is Divine Smite so popular with paladin players? Every 3rd level spell slot you blow on a 4d8 smite is the same as losing 70 HP (Aura of Vitality).
Because you're comparing apples and oranges?

What does skipping a heal spell for awesome damage output got to do with anything?
 


High Con is useful. It's not essential, and in some cases it can even be redundant.

For a Rogue, it would be worth putting a high rolled stat in Con; it probably wouldn't be worth boosting Con with an ASI that could have gone instead to a feat like Skulker or Lucky.
For your information:

Never talked about "high" Con, at least if you by "high" mean "higher than 14".

I'm not talking about either "put high rolled stat" or "boost with asi". I'm talking about starting out with a +2 Con modifier (and then forgetting about it). Or at the very least making sure you don't look at a very vulnerable zero Con modifier.
 

It's a counterexample, refuting the claim that "power and level is mainly gauged by the number of hit points you have."
That was fast, I gotta give you that.

But please don't sidetrack the issue. I am not talking about healing. Or damage.

I am talking about the number of hit points your character sports on his or her character sheet.
 

[/COLOR]Wouldn't a wizard with 8 in Con have 1d6-1 HP per level? So 5 HP at level one, and only gain 3 Hp for every level after that unless you role for it in which 5 is the max per level? Sounds terrible.

Ayup :)

Best part is when you roll a one and the rules need to save you from actually losing a hit point from levelling :D
 

My con has been between 12 and 14 as long as I can remember, barring playing a Barbarian or a 4e class that attacks with Con.

its one of the good stats in 5e, but I see no reason to ever go higher than 14 for any character but a tanky barbarian, and I wouldn't go over 12 for most characters. Anyone that doesn't need to for class stuff, and isn't in melee, I'd consider a 10, but honestly the 12 costs so little, why not?

I also don't try to have any stats above 16 in 5e, though. YMMV.
 

I feel like either base hit points should have been doubled OR con mod should have contributed half what it does. As is, con is such a huge contributor to your hit points that it ends up being incredibly important to anyone who expects to see combat.
 

For your information:

Never talked about "high" Con, at least if you by "high" mean "higher than 14".

I'm not talking about either "put high rolled stat" or "boost with asi". I'm talking about starting out with a +2 Con modifier (and then forgetting about it). Or at the very least making sure you don't look at a very vulnerable zero Con modifier.

In my book anything over 11 is high...
 

I definitely look to have a 14 or higher in my con. It is never my dump stat, and to the point of no skills, I think con does tie into things like holding your breath and marathon running, things which do sometimes come up during adventures, at least as often as some of the other skills in the game.
 

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