Kaptain_Kantrip
First Post
In my other thread in HR, I tried to implement the latest d20 mechanics into 3e. Now I've got a new, hopefully simpler, idea for making a grittier D&D game. I'm not proposing everyone switch to this or that it is right for everybody, but it is something I am interested in trying out in my game. So if I could get some critiques as to whether this system is viable, I would appreciate it! Thanks! 
How about this for a quick and easy compromise grim-n-gritty, combat is deadly type of game?
Everything in the game stays the same, except:
Hit Points = CON + Class HD (at 1st level only, maxed) + size modifier + Toughness feats + misc. modifiers.
NOTE: CON modifier is not added to HP, just Fort saves/skills/ability checks. You may only take the Toughness feat once per level, and not more times than your CON modifier (so a PC with an 18 CON could take Toughness four times).
You only get class HD as a 1st level character, so the type of class you start in determines how many extra HP you get for the rest of your character's life.
Assuming a CON score of 10 with no toughness feats:
The average commoner, sorcerer or wizard will have 14 hit points.
The average expert, rogue or bard will have 16 hit points.
The average warrior, cleric or druid will have 18 hit points.
The average fighter, paladin, ranger will have 20 hit points.
The average barbarian will have 22 hit points.
The max hit points anyone could probably have at 1st level would be a human barbarian with one toughness feat and an 18 CON. He would have 33 hit points (18 CON + 12 HP + 3 from Toughness).
When you level, you gain class features as normal, except no new hit points are rolled.
Magic damage would not scale per level to account for the lower hit points, so a fireball or lightning bolt would only ever do 5d6 damage. Spells that give you extra attacks at higher levels (like magic missile) would still gain the extra attacks, but not any increase in base damage.
Armor provides AC as normal 3e.
Any thoughts on this? It seems even easier to implement than the VP/WP mechanics...
Together with DNDChick's Critical Effects chart, combat would be scary as hell, and the game's power level would stay on par with the middle (generally considered to be the "most fun") levels, since hit points can't go through the roof.

How about this for a quick and easy compromise grim-n-gritty, combat is deadly type of game?
Everything in the game stays the same, except:
Hit Points = CON + Class HD (at 1st level only, maxed) + size modifier + Toughness feats + misc. modifiers.
NOTE: CON modifier is not added to HP, just Fort saves/skills/ability checks. You may only take the Toughness feat once per level, and not more times than your CON modifier (so a PC with an 18 CON could take Toughness four times).
You only get class HD as a 1st level character, so the type of class you start in determines how many extra HP you get for the rest of your character's life.
Assuming a CON score of 10 with no toughness feats:
The average commoner, sorcerer or wizard will have 14 hit points.
The average expert, rogue or bard will have 16 hit points.
The average warrior, cleric or druid will have 18 hit points.
The average fighter, paladin, ranger will have 20 hit points.
The average barbarian will have 22 hit points.
The max hit points anyone could probably have at 1st level would be a human barbarian with one toughness feat and an 18 CON. He would have 33 hit points (18 CON + 12 HP + 3 from Toughness).
When you level, you gain class features as normal, except no new hit points are rolled.
Magic damage would not scale per level to account for the lower hit points, so a fireball or lightning bolt would only ever do 5d6 damage. Spells that give you extra attacks at higher levels (like magic missile) would still gain the extra attacks, but not any increase in base damage.
Armor provides AC as normal 3e.
Any thoughts on this? It seems even easier to implement than the VP/WP mechanics...
Together with DNDChick's Critical Effects chart, combat would be scary as hell, and the game's power level would stay on par with the middle (generally considered to be the "most fun") levels, since hit points can't go through the roof.