Nothing is wrong with the Constitution Stat except for the game's constant reboot away from role-playing and the insidious idea that it's the DM's job to kill the players.
Let's face it... Hasbro (for those who don't know, Hasbro owns D&D) wants to open the game to more, and younger, players. To do this, they have rebooted the game to simplify rules.
Wizards of the Coast, the previous owners, wanted to expand playership by making the game closer related to their flagship success, Magic: The Gathering, and rebooted the game with MTG-like cards and miniatures rules.
Before that, they just wanted to capitalize on the "more modules = more money" idea and flooded the game table with hard-cover books.
How is this related to Constitution, you ask? Simple. To up the number of players and thereby increase profits, D&D had to become easier to play as a 'table' game. Role-playing became less important than simplification.
Through the years, the game has become more about fast-paced action with and end-game in sight, than about traversing and exploring rich fantasy realms with unique story lines.
As such, the experience marker has slowly moved from 50% kills and 50% RP values to about 99% kills and "oh who cares" RP.
To achieve godhood and impress your friends, you gotta kill stuff, period. To kill more stuff, you gotta survive, period. What's the best way to survive? Stay in the fight long enough to win. How? More hit points.
Now, to address the DMing. Once again, more players means more profit, but to insure the big bucks, you gotta sell all the books. Who needs ALL the books? The DM. But, that's a lot of stuff for the DM to remember and consider during the game, lots of pages to sift through when a rule goes awry or some idiot who still thinks this is a role-playing game decides to think about what their doing. The solution? Sell books that are more artwork than rules, and simplify the core mechanic to kill ratios. Now all a DM has to do is toss monster after monster at the players and all they players and monsters) have to do is kill each other.
So, it has become the DM's job to kill the players and the players job to survive.
If you want your players to role-play a rich character in your rich world, the "killing is all important" idea has to go out the window.
Develope better storylines, engage your players minds, and give them XP for other things besides kills. Lots of other things besides kills. And to do this, stop trying to kill them at every turn. Give them time to breathe. Give them things to think about.
Not buying the bull? Want to keep the kill, kill, kill vibe going in your game? Then do the obvious.
Make each player roll 3d6 for stats, 1 at a time, no re-rolling, and place the value in the boxes, in order, from top to bottom and say "that's your character - figure out how to keep him alive for twenty levels"
You don't let them pick from an array, you do away with point-buying entirely, and you don't allow them to commit suicide-by-orc so they can try to roll up a better character.
Be a DM! Let your players be players! All of you use your imagination more and stop trying to streamline a long-play, role-playing game into a quick-play, action-adventure, friday night video game.
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