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On Hit Points

Mjollnir

First Post
I'm planning to start a campaign with certain restrictions on the total hit points a character may have. I have thought on a race limitation. In that way a human would be tougher then a halfling, for example and none of the PH races could never bear more wounds than, say, an ogre or troll. In the other way, I like the idea of standing on the battle ground still fighting with some injuries on, so I'm thinking on developing a h.p. system which could integrate all these aspects.
It could maybe work like this:
Each race begins with a race die (for example, halflings and gnomes d6, elves d8, humans d10, dwarves d12), then you could add any proper die on the character class chosen (the same as in the PH - this could be done or not-) and as you go up in levels you add as many h.p. as your CON bonus with a minumum of 1 till your racial top which could be like follows:
Halflings and Gnomes: 40 h.p.
Elves: 50 h.p.
Humans: 60 h.p.
Dwarves: 70 h.p.
The weakest races should have some other benefits to remain balanced or the toughest ones should have a level adjustment (I prefer the first option myself indeed, but we are theoryzing, aren't we? ;) )
Then we should reorganize the monster h.p. If an ogre is supposed to be tougher than the mos experienced dwarf fighter it should have no less than, say, 100 h.p., a troll no less than 120 and so on...
What do you think on this?
I suppose some similar ideas are outside. If someone knows any and could show where I can study them...
Thanks in advance for any answer.
 

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The problem is that hit points are abstract. As well as sheer vitality and physical toughness, hps include luck, scrapes, near-misses, etc.

Your system would require a wholesale rewrite of just about everything in the game that's designed to challenge high-levels. For instance, one harm spell would automatically do in any pc type under your system if the cleric was reasoably high level (10th level = 100 hp). Heck, some folks die even if they save.

Just pointin' out.
 

Most of my non-human races start at +2 ECL, and they each have two racial hit dice. Now depending upon what their generalized focus is, these two levels may use d6 or d8 for their racial HD. Those with higher HD, have fewer skills (16 per two racial levels) compared with 20 or 24 for d6 base HD. Also, the higher HD use fighter attack bonus and saves compared with clerical stats for those with the d6.
 

dren said:
Most of my non-human races start at +2 ECL, and they each have two racial hit dice. Now depending upon what their generalized focus is, these two levels may use d6 or d8 for their racial HD. Those with higher HD, have fewer skills (16 per two racial levels) compared with 20 or 24 for d6 base HD. Also, the higher HD use fighter attack bonus and saves compared with clerical stats for those with the d6.

Have you developed the whole idea? If so, I would love to read all through it...
 

Here is an example: This was one of the dragonlance races (phaeton) which I have adapted for my world.

For their first two racial levels, they must choose their skills from that listing. Also, I give large preferred class list; as long as their new class is from that list, there isn't a multi-classing penalty. If you have any questions, please let me know, as there is more detail.
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Phaetox

These humanoids appear the same as a human, except for one major difference: they can sprout flame wings as part of their devotion to their heavenly patron – the phoenix.

Personality: They are great believers in law, order and discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures.

Physical Description: Phaetox appear as pale humans with white, blond or red hair. Most wear simple tunics; if armed they use a dagger or staff.

Relations: Phaetox view elves, jahlen, and halflings with suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans.

Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennia.

Lands: Their territory are mountain regions, spires and the cloud isles; preferring cities to rural areas.

Religion: Their devotion is unique to the Phoenix. It is unknown if a Phaetox cleric has ever appeared spreading belief in another.

Language: Phaetox, Avian & the common tongue.

Adventurers: Most Phaetox that adventure, do so to learn more about the world around the spirelands. One common reason is for those who fail the ritual of ascension, which normally binds a Phaetox to a lesser phoenix and grants them use of their flame wings. They depart to learn of their true purpose. Thankfully, well over half of those who depart return, and do so with their faith reinvigorated and ready to ascend into unity with the phoenix.

Phaetox Racial Traits
Flame Wings for 10 minutes per point of constitution (18 con = 180 minutes)
+2 wisdom, -2 strength
+2 diplomacy, +2 knowledge (religion)
Speed: Fly 30 (Clumsy)
Racial Hit Dice: 2d6; Attack and saving throws as Cleric
Natural Attack: Flame Wings (1d6 dmg)
Base Feats: Aerial Combat (This is not an extra feat)
Disadvantage: Unable to lie or tell any falsehoods

Base 20 skill points, more if they have exceptional intelligence, to be used on core skills only

Core Skills: Concentration, Diplomacy, Heal, Hide, Knowledge (local), Knowledge (religion), Listen, Move Silently, Perform, Search, Sense Motive, Spot, Survival

Level Adjustment: +2 CR

Preferred Classes: Bard, Cleric, Fighter, Monk, Ranger, Paladin, Psion, Sorcerer, Soulknife, Wizard (Evoker)

Restricted Classes: Barbarian
 

The problem with this cap, is that you better play a wizard, who will end up with the same amount of hit-points as a barbarian, and still cast spells from afar.
 

Turanil said:
The problem with this cap, is that you better play a wizard, who will end up with the same amount of hit-points as a barbarian, and still cast spells from afar.
In The Lord of the Rings a wizard like Gandalf faced in melee combat a demon (fallen maia) like the Balrog, so in game terms he was supposed to have enough toughness to beat it.
 

Mjollnir said:
In The Lord of the Rings a wizard like Gandalf faced in melee combat a demon (fallen maia) like the Balrog, so in game terms he was supposed to have enough toughness to beat it.

Then why play anything but a wizard?

Books and movies don't have to be balanced. And in game terms, Gandalf wasn't a wizard anyway, he was some kinda celestial in humanish form.
 

the Jester said:
Then why play anything but a wizard?

Books and movies don't have to be balanced. And in game terms, Gandalf wasn't a wizard anyway, he was some kinda celestial in humanish form.
Because a warrior-like class strike her foes with a much better chance of success and she probably developes her physical stats more deeply than an arcane spellcaster which are more interested in the mental ones to increase their powers, though if both are men they may probably die from the same wounds. Anyway, this is a difficult task to find a close-to-reality method of playing. I'm just wondering and accept any help, like yours; so if you come to more conclusions on this I will gladly receive them. Thanks! :)
 

Turanil said:
The problem with this cap, is that you better play a wizard, who will end up with the same amount of hit-points as a barbarian, and still cast spells from afar.

This "cap" applies to the first two levels only. If one were to take a phaetox and then one level of wizard, they would then receive 1d4 hp; 2+ int bonus skills and spells as a 1st level wizard. If you were to take rogue you would receive 1d6 hp, 8+int bonus for skills, plus the backstab as a 1st lev rogue.

You have already received your "extra" skill points built into your racial hit dice. This is a significant penalty, because a wizard could only pick the skills on this list, they would have a lower level of spellcraft and other exclusive wizard skills...because they choose the ability to fly.

I think this is a pretty good system for racial hit dice...you give penalties to the skills they receive, as it is focused on their core racial abilities. But, they gain unique characteristics. Sure it's a trade-off, but one that is balanced.
 

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