Sorry if this has all been said already but I did read through the other hit-point thread and it seems to be more about rests.
While I like how 1st level hit-points are calculated, I don’t like the way hit-points are added after level 1. Assuming that you can expect to get average hit-points over the course of you characters career it only makes sense to have a high constitution if your modifier is higher than the average for your hit dice. Counter intuitively this means wizards will benefit more from a high Con than fighters.
e.g.
Fighter Con 18, Level 1 HP = 24, level 2 HP=30, Level 3 HP=36
Fighter Con 8, Level 1 HP=14, Level 2 HP=20, level 3 HP=26 (Difference at level 3 = 10, Difference at level 10 =10)
Wizard Con 18 Level 1 HP=20, Level 2 HP=24, level 3 HP=28
Wiz Con 8 Level 1 HP=10, Level 2 HP=12, Level 3 HP=14 (Difference at level 3 = 14, difference at level 10 = 28)
Would it not be possible to keep HD + Con mod at subsequent levels as with old editions?
Secondly I have some issues with the way hit-points work. I accept they are an abstract concept. As a simulationist I would prefer that they represented just a characters health (and maybe stamina) and there be a separate system to account for a character’s ability to “roll with a blow” (perhaps linked to AC) however, I think that is a separate argument. If hit points are an amalgamation of health, ability to avoid damage, stamina and luck surly under the current system it would be just as reasonable to say, use your hit dice, or your Con modifier, or you Dex modifier, whichever is highest to determine your hit points per level.
It also makes me wonder why we have a “to hit roll” if success or failure here doesn’t actually determine if you hit. Followed by a weapon damage roll that doesn’t actually represent the amount of damage you have done. The current system seems to be stuck between an abstract and a simulationist system but doesn’t really work for either. In a system where Hit-points represent several different defensive elements doesn’t it make more sense for each character to just dish out an amount of damage-points each attack (with some random variation included for luck) that represent a combination of how much damage a character has done plus, how much they have forced their opponent to duck, doge and expend energy due to the skill of their attack. Armour could be damage reduction and we could do away with “to hit” rolls and AC altogether. (Not my choice…Just saying)
While I like how 1st level hit-points are calculated, I don’t like the way hit-points are added after level 1. Assuming that you can expect to get average hit-points over the course of you characters career it only makes sense to have a high constitution if your modifier is higher than the average for your hit dice. Counter intuitively this means wizards will benefit more from a high Con than fighters.
e.g.
Fighter Con 18, Level 1 HP = 24, level 2 HP=30, Level 3 HP=36
Fighter Con 8, Level 1 HP=14, Level 2 HP=20, level 3 HP=26 (Difference at level 3 = 10, Difference at level 10 =10)
Wizard Con 18 Level 1 HP=20, Level 2 HP=24, level 3 HP=28
Wiz Con 8 Level 1 HP=10, Level 2 HP=12, Level 3 HP=14 (Difference at level 3 = 14, difference at level 10 = 28)
Would it not be possible to keep HD + Con mod at subsequent levels as with old editions?
Secondly I have some issues with the way hit-points work. I accept they are an abstract concept. As a simulationist I would prefer that they represented just a characters health (and maybe stamina) and there be a separate system to account for a character’s ability to “roll with a blow” (perhaps linked to AC) however, I think that is a separate argument. If hit points are an amalgamation of health, ability to avoid damage, stamina and luck surly under the current system it would be just as reasonable to say, use your hit dice, or your Con modifier, or you Dex modifier, whichever is highest to determine your hit points per level.
It also makes me wonder why we have a “to hit roll” if success or failure here doesn’t actually determine if you hit. Followed by a weapon damage roll that doesn’t actually represent the amount of damage you have done. The current system seems to be stuck between an abstract and a simulationist system but doesn’t really work for either. In a system where Hit-points represent several different defensive elements doesn’t it make more sense for each character to just dish out an amount of damage-points each attack (with some random variation included for luck) that represent a combination of how much damage a character has done plus, how much they have forced their opponent to duck, doge and expend energy due to the skill of their attack. Armour could be damage reduction and we could do away with “to hit” rolls and AC altogether. (Not my choice…Just saying)
Last edited: