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Maybe I was ALWAYs playing 4e... even in 2e
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<blockquote data-quote="EzekielRaiden" data-source="post: 8633687" data-attributes="member: 6790260"><p>Though it's worth noting, because 4e <em>does not</em> give +Con mod to HP, 5e HP actually can overtake 4e HP for high-Con characters.</p><p></p><p>Consider, for example, a Con 16 Fighter. At 1st level in each system, these characters would have...</p><p>4e: 15+16 = 31 HP</p><p>5e: 10+3 = 13 HP</p><p></p><p>If we crank it up to level 30, assuming this character only bumps Con to 20 (the max in 5e):</p><p>4e: 15+20+29*6 = 209</p><p>5e: 10+5+19*11 = 224</p><p></p><p>Even though the 5e character has fewer HP to start with--less than half!--its HP grows <em>dramatically</em> faster because of adding Con mod. Had the 5e Fighter kept the 16 Con, they'd be a bit below the 4e character...but nowhere near half. (It would be 186 vs 209, a difference of only 23 HP.)</p><p></p><p>Edit: And, believe it or not, this difference is actually <em>more</em> pronounced for lower-HP characters, because high Con mod makes a bigger impact for them. The main thing separating 4e HP from 5e HP, which is invisible in this analysis, is that 4e characters have healing surges, which simultaneously increase and decrease their total daily HP. A 4e character is effectively not heal-able after they run out of surges; they technically can be healed (especially by daily powers), but <em>effectively</em> they're dry for the day and really, REALLY shouldn't be in combat if they can avoid it. That high Con mod gives an extra 5 healing surges, which is more than a full heal-up (125% of max HP, in theory). A Con 10 character has between 6 and 9 healing surges a day by default (6 for squishies like Wizards, 9 for beefy types like Fighters, with Paladins getting 1 extra surge due to how Lay on Hands works), so an extra 5 is enormous for a Wizard and decent for a Fighter or Paladin.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8633687, member: 6790260"] Though it's worth noting, because 4e [I]does not[/I] give +Con mod to HP, 5e HP actually can overtake 4e HP for high-Con characters. Consider, for example, a Con 16 Fighter. At 1st level in each system, these characters would have... 4e: 15+16 = 31 HP 5e: 10+3 = 13 HP If we crank it up to level 30, assuming this character only bumps Con to 20 (the max in 5e): 4e: 15+20+29*6 = 209 5e: 10+5+19*11 = 224 Even though the 5e character has fewer HP to start with--less than half!--its HP grows [I]dramatically[/I] faster because of adding Con mod. Had the 5e Fighter kept the 16 Con, they'd be a bit below the 4e character...but nowhere near half. (It would be 186 vs 209, a difference of only 23 HP.) Edit: And, believe it or not, this difference is actually [I]more[/I] pronounced for lower-HP characters, because high Con mod makes a bigger impact for them. The main thing separating 4e HP from 5e HP, which is invisible in this analysis, is that 4e characters have healing surges, which simultaneously increase and decrease their total daily HP. A 4e character is effectively not heal-able after they run out of surges; they technically can be healed (especially by daily powers), but [I]effectively[/I] they're dry for the day and really, REALLY shouldn't be in combat if they can avoid it. That high Con mod gives an extra 5 healing surges, which is more than a full heal-up (125% of max HP, in theory). A Con 10 character has between 6 and 9 healing surges a day by default (6 for squishies like Wizards, 9 for beefy types like Fighters, with Paladins getting 1 extra surge due to how Lay on Hands works), so an extra 5 is enormous for a Wizard and decent for a Fighter or Paladin. [/QUOTE]
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