D&D 4E Less hit points in 4e?

The more I look, the more I wonder if PC classes have static HPs with *no* Con bonuses after 1st level, especially if the minis rules are indicative of the HPs we can expect.

Looking at the cards we see the following...


Level 3
Fighter: 30 (Merchant Guard) - should be 40?
Cleric:
Rogue:
Wizard:

Level 4
Fighter:
Ranger/Warlord(?): 40 (Militia Archer)
Cleric:
Rogue: 30 (Tiefling Rogue)
Wizard:

Level 5
Fighter(?): 40 (Drow Blademaster) - drow seem weaker than standard races
Cleric:
Rogue: 40 (Halfling Rogue)
Wizard:

Level 6
Fighter:
Cleric:
Rogue:
Wizard:

Level 7
Fighter: 60 (Dwarf Brawler)
Cleric: 50 (Tiefling Cleric) - drow seem weaker than standard races.
Rogue:
Wizard: 50 (Halfling Enchanter)

Level 8
Fighter:
Cleric:
Rogue:
Wizard: 55 (Elf Conjurer)

Level 9
Fighter:
Cleric: 60 (Human Cleric of Bahamut)
Rogue:
Wizard:

Level 10
Fighter: 65 (Dwarf Maulfighter) - error? Looks like it should be 75.
Ranger(?): 65 (Cliffwalk Archer)
Warlord(?): 65 (Mercenary General)
Cleric:
Rogue:
Wizard:

Level 11
Fighter: 80 (Eternal Blade)
Cleric: 65 (Drow Spider Priestess) - again, Drow seem slighter weaker than others.
Rogue:
Wizard:

Level 12
Fighter: 85 (B. Battlehammer)
Cleric:
Rogue:
Wizard:

The HPs are pretty tight between the classes, with low increments level to level. Notice the Wizard seemingly having roughly the same HPs as the cleric at 7-8th level.
 

log in or register to remove this ad

Benimoto said:
One thing that seems a little fishy with the stats is that in the minis game, the level 14 Angel of Vengeance has 90 HP, or around 6.4 a level. The level 26 Pit Fiend's RPG stats have 375 HP, or 13.4 a level. That could be the regular/elite difference there, or it could indicate that I shouldn't be looking at the miniatures games HP for any indication about the RPG.

Lets not forget the elder red dragon from an early article with its 1000 hp.
 


Perhaps all classes will advance in hit points at the same rate just as with base attack progression. And perhaps we are going back to just advancing a couple of hit points rather than hit dice after a certain level, as player characters did after around 9th to 11th level in first and second edition.
 

I actually don't mind the idea of damage being lower and hp remaining high.

1.) It reduces the "five-step ginzu of death" many higher level monsters and PCs become.
2.) It makes fights last longer and keeps players from being downed in one punch.
3.) It keeps "elite" monsters from overshadowing minion tactics (swarm, flank, wolf-pack)
4.) It gives the lower-hp players (wizard, rogue) a breather.

However, I don't think hp will be "as high" as it was in 3.5, but neither will most damage. Lets hope.
 

Remove ads

Top