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Of Hit Points and Constitution
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<blockquote data-quote="Bladesong" data-source="post: 3038010" data-attributes="member: 20800"><p>Our group played around with this a bit. I will tell you what we tried an where we are now and why. It might be a little long...</p><p>1.) Starting hp were (and still are) equal to your Con ability score. So if your CON is 14, your starting hit points are 14. At second level you received max hps, so using the same character score as before a 2nd level fighter would get 12 hps (10 for class, 2 for Con). At third level you took your roll or half your die type, which ever was higher. Using same character, if he rolled a 1 he would automatically receive 7 hps (5 for half his die, 2 for Con). From then on you took your roll as is. Now your Con is still your starting hps but you get 3/4 your hit die plus Con bonus every level after that.</p><p>2.) We did this with natural healing only and still use this method. For magical healing we just said that spells cast in camp were maxed out and spells in combat (or other action) were still random. Currently magical healing is now just a set amount: cure light=15, cure mod=25, cure serious=40 and cure critical=50.</p><p>3.) We tried variations on this: staggered 0-half your Con ability, dying from half your Con until your negative Con at which you were dead (same character as before: staggered from 0 to -7 dead at -14. Staggered from 0 to your negative Con bonus, dead at your negative Con (same character: staggered 0 to -2 dead at -14). We currently use staggered at 0, dying from -1 to -Con (same character: staggered 0, dead at -14). The reason we changed back was because we figured that however many hit points you have total (rolled plus Con bonus) already reflects how much punishment you can take. Let's face it, if you have a 14 Con you have already been getting 2 extra hitpoints every level, so even though 0 sounds the same for everyone it really is not. For example, the 10th level wizard lost 40 hps to get there, the fighter lost 100 (I hope that is clear enough). In addition, the feat Die Hard would be useless as every one could keep going. </p><p></p><p>The only other thing we have done differently here is that your percentage chance to stabilize was equal to your Con score instead of a flat 10% (same character as before would have a 14% chance to stabilize rather than 10%). Currently we the stabilization chance is equal to your Con score plus your max hit die (so the fighter we have been using has a 24% chance to stabilize every round; 14 for Con + 10 for hit die type).</p><p></p><p>Just as a side note, although step 2 above sounds/looks easy to me most of the players kept struggling with it, so it was just easier to drop it all together execept for death at -Con instead of -10 (they seem to grasp that ok).</p><p></p><p>In any case, good luck with it.</p></blockquote><p></p>
[QUOTE="Bladesong, post: 3038010, member: 20800"] Our group played around with this a bit. I will tell you what we tried an where we are now and why. It might be a little long... 1.) Starting hp were (and still are) equal to your Con ability score. So if your CON is 14, your starting hit points are 14. At second level you received max hps, so using the same character score as before a 2nd level fighter would get 12 hps (10 for class, 2 for Con). At third level you took your roll or half your die type, which ever was higher. Using same character, if he rolled a 1 he would automatically receive 7 hps (5 for half his die, 2 for Con). From then on you took your roll as is. Now your Con is still your starting hps but you get 3/4 your hit die plus Con bonus every level after that. 2.) We did this with natural healing only and still use this method. For magical healing we just said that spells cast in camp were maxed out and spells in combat (or other action) were still random. Currently magical healing is now just a set amount: cure light=15, cure mod=25, cure serious=40 and cure critical=50. 3.) We tried variations on this: staggered 0-half your Con ability, dying from half your Con until your negative Con at which you were dead (same character as before: staggered from 0 to -7 dead at -14. Staggered from 0 to your negative Con bonus, dead at your negative Con (same character: staggered 0 to -2 dead at -14). We currently use staggered at 0, dying from -1 to -Con (same character: staggered 0, dead at -14). The reason we changed back was because we figured that however many hit points you have total (rolled plus Con bonus) already reflects how much punishment you can take. Let's face it, if you have a 14 Con you have already been getting 2 extra hitpoints every level, so even though 0 sounds the same for everyone it really is not. For example, the 10th level wizard lost 40 hps to get there, the fighter lost 100 (I hope that is clear enough). In addition, the feat Die Hard would be useless as every one could keep going. The only other thing we have done differently here is that your percentage chance to stabilize was equal to your Con score instead of a flat 10% (same character as before would have a 14% chance to stabilize rather than 10%). Currently we the stabilization chance is equal to your Con score plus your max hit die (so the fighter we have been using has a 24% chance to stabilize every round; 14 for Con + 10 for hit die type). Just as a side note, although step 2 above sounds/looks easy to me most of the players kept struggling with it, so it was just easier to drop it all together execept for death at -Con instead of -10 (they seem to grasp that ok). In any case, good luck with it. [/QUOTE]
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