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General Tabletop Discussion
*Pathfinder & Starfinder
Low Con and Hit Points: Reducing the Sting
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<blockquote data-quote="Exen Trik" data-source="post: 2817534" data-attributes="member: 34942"><p>It's always struck me that low constitution was unbalanced against other low stats. No class, regardless of thier other abilites can much afford to have a negative modifier. Strength is dumpable by any caster, and combat classes can focus on finesse and ranged attacks. Any character, even rogue can be effective with low dex. Intelligence, wisdom and charisma are the basis of some classes, but can mostly ignored by others. </p><p></p><p>But having low con is bad for everyone, sometimes to the point of making a character unplayable. Characters meant tp get in harms way often can't take much abuse, and those who aren't can't take any. A Wizard with a -1 con modifier loses nearly half their hp, and any more than that puts them near or at 1 hp/level. Oddly, in this situation a -3 modifier effects hp exactly as bad as a -4 or -5. And recalculating hp for permanent changes to low levels of con is either too complicated, or inaccurate.</p><p></p><p></p><p>With these things in mind, I created a special hit point progression rate for low scores of con, with no negative modifiers. Instead, hit points are gained after a certain number of levels, depending on your consitution score. Only a a score of 1 (or no score at all) provides no bonus hit points, and Con scores of 12 or above recieve their normal benefits.</p><p></p><p>[CODE]</p><p>Con Rate Hp mod at lvl 20 </p><p>--------------------------------</p><p>- None +0 (Construct/Undead)</p><p>0 None - (Dead)</p><p>1 None +0</p><p>2-3 +1/12 +1</p><p>4-5 +1/8 +2</p><p>6-7 +1/5 +4</p><p>8-9 +1/3 +6</p><p>10-11 +1/2 +10</p><p></p><p>Higher values are unchanged:</p><p>12-13 +1/1 +20</p><p>14-15 +2/1 +40</p><p>...Etc[/CODE]</p><p></p><p>For example, Szark the fencer is a natural swordsman, but was badly wounded as a child. As a level 14 fighter, he has 10+13d10 hit points, plus 7 hit points from his 10 Con. (14 levels with +1 every other level)</p><p></p><p>Raistlin is a mage of the highest caliber, but has been sikly and frail is whole life. His 20 levels of wizard give him 4+19d4 hit points, but his meager 4 Con still provide +2 hit points (+1 at level 8, +2 at level 16)</p><p></p><p></p><p>Besides getting around the above issues, this has the effect of making the gameplay overal more survivable, especially with lower power games with weaker stat buys and rolling methods. It can also greatly reduce the power deadliness of con damage, but simply sticking with -1 per hit die will keep its normal power level</p><p></p><p>Comments welcome. Or just throw rotten fruit, if you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: Clarified table and text, added examples</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 2817534, member: 34942"] It's always struck me that low constitution was unbalanced against other low stats. No class, regardless of thier other abilites can much afford to have a negative modifier. Strength is dumpable by any caster, and combat classes can focus on finesse and ranged attacks. Any character, even rogue can be effective with low dex. Intelligence, wisdom and charisma are the basis of some classes, but can mostly ignored by others. But having low con is bad for everyone, sometimes to the point of making a character unplayable. Characters meant tp get in harms way often can't take much abuse, and those who aren't can't take any. A Wizard with a -1 con modifier loses nearly half their hp, and any more than that puts them near or at 1 hp/level. Oddly, in this situation a -3 modifier effects hp exactly as bad as a -4 or -5. And recalculating hp for permanent changes to low levels of con is either too complicated, or inaccurate. With these things in mind, I created a special hit point progression rate for low scores of con, with no negative modifiers. Instead, hit points are gained after a certain number of levels, depending on your consitution score. Only a a score of 1 (or no score at all) provides no bonus hit points, and Con scores of 12 or above recieve their normal benefits. [CODE] Con Rate Hp mod at lvl 20 -------------------------------- - None +0 (Construct/Undead) 0 None - (Dead) 1 None +0 2-3 +1/12 +1 4-5 +1/8 +2 6-7 +1/5 +4 8-9 +1/3 +6 10-11 +1/2 +10 Higher values are unchanged: 12-13 +1/1 +20 14-15 +2/1 +40 ...Etc[/CODE] For example, Szark the fencer is a natural swordsman, but was badly wounded as a child. As a level 14 fighter, he has 10+13d10 hit points, plus 7 hit points from his 10 Con. (14 levels with +1 every other level) Raistlin is a mage of the highest caliber, but has been sikly and frail is whole life. His 20 levels of wizard give him 4+19d4 hit points, but his meager 4 Con still provide +2 hit points (+1 at level 8, +2 at level 16) Besides getting around the above issues, this has the effect of making the gameplay overal more survivable, especially with lower power games with weaker stat buys and rolling methods. It can also greatly reduce the power deadliness of con damage, but simply sticking with -1 per hit die will keep its normal power level Comments welcome. Or just throw rotten fruit, if you like :) EDIT: Clarified table and text, added examples [/QUOTE]
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Low Con and Hit Points: Reducing the Sting
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