scholz said:Has anyone tried this? I mean, giving Fighters 10 HP/Level, Wizards 4, Clerics 8, etc..
I was thinking it might make the distinction between the fighters and other classes more distinct. I am not sure what other consequences or side effects it might have.
Li Shenron said:Are you giving this (a) only to the PC or (b) also to NPC and monsters?
Li Shenron said:- in case (a) characters are stronger than monsters, you may want to either increase the amount of encounters in a day or the monsters' number or CR
- in case (b) you simply get longer combats
Li Shenron said:- healing stuff (potions, spells, overnight rest) is slightly less valuable, because they proportionally heal less than before
Li Shenron said:- save-or-die or incapacitating effects become more valuable compared with damaging effects (not only spells, but including e.g. sneak attack)
Li Shenron said:- Constitution is slightly less useful than before
These changes can be either good or bad, depending on your preferences! For example to my own taste more/longer combats is good, less need for high-Con is good, but I didn't like the reduced usefulness of healing and the increased focus on save-or-die spells (although I like the characters using things which aren't straight damage either).
scholz said:(b) If healing is TOO useful, clerics become little more than healers, and that sucks. If they don't feel compelled to blow all their spells on healing, we might see them become more interesting spell casters (or I might get rid of them all together).
Voadam said:I've played in a game that did this. The hp discrepancy between my barbarian and the party wizard was tremendous.
Voadam said:I've played in a game that did this. The hp discrepancy between my barbarian and the party wizard was tremendous.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.