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I'm really hating Constitution right now
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<blockquote data-quote="Xeviat" data-source="post: 7157307" data-attributes="member: 57494"><p>To everyone saying "your combat is too deadly", as I said, 4 of these players are brand new to the game. Of the other 11 characters, three more of the players were new to my games. Only 2 of the players in this player circle have played in my games before. So, I don't believe that's the issue.</p><p></p><p>I agree that on paper, +1 hp/level isn't that big. That's why Toughness is +2/level to be worth a feat.</p><p></p><p>Constitution is almost entirely a passive stat. It's boring. "I'm tough as nails" IS a character concept and it should be rewarded, but I haven't seen anyone consider a 10 Con as far as I can remember.</p><p></p><p>In 2E, and my only exposure to that was the Infinity Engine games, Con did nothing for you until 15, right? Well, that means there were probably plenty of lower con characters back then because the bar for it to help your HP was set so high.</p><p></p><p>As for saying the mental scores would be more important if the game were more social, I feel like groups do just okay as long as somebody covers each skill. Skills, other than perception really, are mostly active use. If a character has a poor Deception skill, the player sort of chose that and accepts that their character isn't a good liar. It doesn't get in the way of them playing their character.</p><p></p><p>In a real time video game, I could choose to play a less tough character if I can counter that by having them be nimble or protect them in another way. But D&D characters don't get to choose when to evade; AC is passive, and Dodge isn't a reaction. So, we're back to high Con.</p><p></p><p>In 4E, Con score was added to your HP, and Con Mod added to your healing surges. I didn't care to focus on Con on a character who was long ranged, or who was Str based and needed another high secondary stat. In fact, I often avoided Str/Con builds because of what they did to your defenses in a lot of cases.</p><p></p><p>Con score to HP would be a constant +10 HP buff to Con 10 characters.</p><p>Con 12 would gain +11 HP that would go away by 11th level, then they'd fall behind.</p><p>Con 14 would start with +12 HP, and would be neutral at 6th level.</p><p>Con 16 would start with +13 HP, but fall behind at 5th level.</p><p></p><p>If HD recovered fully on a long rest, and if Con mod applied to HD healing, then Con would still contribute to health over the day. I'm going to make a spread sheet and try to find a balance point.</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7157307, member: 57494"] To everyone saying "your combat is too deadly", as I said, 4 of these players are brand new to the game. Of the other 11 characters, three more of the players were new to my games. Only 2 of the players in this player circle have played in my games before. So, I don't believe that's the issue. I agree that on paper, +1 hp/level isn't that big. That's why Toughness is +2/level to be worth a feat. Constitution is almost entirely a passive stat. It's boring. "I'm tough as nails" IS a character concept and it should be rewarded, but I haven't seen anyone consider a 10 Con as far as I can remember. In 2E, and my only exposure to that was the Infinity Engine games, Con did nothing for you until 15, right? Well, that means there were probably plenty of lower con characters back then because the bar for it to help your HP was set so high. As for saying the mental scores would be more important if the game were more social, I feel like groups do just okay as long as somebody covers each skill. Skills, other than perception really, are mostly active use. If a character has a poor Deception skill, the player sort of chose that and accepts that their character isn't a good liar. It doesn't get in the way of them playing their character. In a real time video game, I could choose to play a less tough character if I can counter that by having them be nimble or protect them in another way. But D&D characters don't get to choose when to evade; AC is passive, and Dodge isn't a reaction. So, we're back to high Con. In 4E, Con score was added to your HP, and Con Mod added to your healing surges. I didn't care to focus on Con on a character who was long ranged, or who was Str based and needed another high secondary stat. In fact, I often avoided Str/Con builds because of what they did to your defenses in a lot of cases. Con score to HP would be a constant +10 HP buff to Con 10 characters. Con 12 would gain +11 HP that would go away by 11th level, then they'd fall behind. Con 14 would start with +12 HP, and would be neutral at 6th level. Con 16 would start with +13 HP, but fall behind at 5th level. If HD recovered fully on a long rest, and if Con mod applied to HD healing, then Con would still contribute to health over the day. I'm going to make a spread sheet and try to find a balance point. Sent from my iPhone using Tapatalk [/QUOTE]
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