Technik4 said:No offense, but especially at the lower point-buys you won't see points that would have been in Constitution placed in Int, Wis, or Cha (particularly for Fighters). You'll just see higher strength and dexterity, which will make them do slightly more damage, slightly more accurate in ranged combat, and may increase their AC. In exchange, they will have lower fort saves and about the same average hit points.
Consider a fighter who would normally have put a 14 in Constitution. He still wants a bonus, so he leaves it at 12, which is reasonable under a max hp situation. With the 2 floating points he could raise his dexterity, intelligence, or charisma 2 points or raise his strength 1 point (assuming he began with at least a 14 in strength). Its possible that he takes one of the non-physical stats (particularly if he's interested in multiclassing), but I don't think you'll see it. YMMV
Technik4 said:Finally, it creates a reason to have a high con as a high-HD class - to try and devalue those low rolls. Maybe you only rolled a 3 on your d10, but with your Con bonus you're still getting 6 hit points for the level. If the 10 con rogue maxes his roll, you'll still outstrip his hp (based on first level differences and con differences over time). When the fighter doesn't need a high Con, it just feels less like d&d to me...
I am even playing in one of the probably few groups left in the world who plays point-buy with only 28 points, and there's lots of reasons to put extra points in Int and Wis even for fighters (Int = defensive feats chain, Wis = improved chances of avoid surprise, and protection from spells).
In my exp most characters (and I mean 90%+) using point buy have a 16 or more in their primary stat. Few fighters created with point buy start with 14 strength.
Engilbrand said:.. In one of those games, the rule is also that you can then take your roll or the DM's. You choose after you roll. When my guy gets a 1 or a 2, I'll take the DM's 4.
You're making a logical leap from "high HD chars have less of a difference" to "Con is less important for low HD chars." Your numbers don't support your conclusion. How many hit points you take is also a function of "Con importance;" that is to say, 1 hp for a Fighter might be worth as much as or more than 4 hp for a Wizard.Technik4 said:A 4th level fighter with a Con of 14 and random HP rolls will have approximately 35 hit points (10 + (3x5.5) + 8). A fighter with a Con of 10 would have approximately 27 hit points.
A 4th level fighter with a Con of 14 and maximum HP rolls will have 44 hit points. A fighter with a Con of 10 would have 36 hit points (which is still 1 more than the random HP rolled fighter!).
A 4th level wizard with a Con of 14 and random HP rolls will have approximately 20 hit points (4 + (3x2.5) + 8). A wizard with a Con of 10 would have approximately 12 hit points.
A 4th level wizard with a Con of 14 and maximum HP rolls will have 24 hit points. A wizard with a Con of 10 would have 16 hit points (4 less than the randomly rolled HP wizard!).
Clearly Con remains important for low HD characters, yet decreases in value for large HD characters. This is actually the REVERSE of what you think of when you imagine the classes. The typical wizard should have less Con than the average fighter. Yet, using a maximum hit point rule, I think you will find that the lower HD classes will be more inclined to raise their Con than the higher HD classes.
Does a level 20 Wizard get 5 + Con? ie, above what's normally possible?anon said:Level=1: max die + Con modifier
Level>1: max of {die roll, Con modifier, or new ECL÷4} + Con modifier