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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="Aelryinth" data-source="post: 8344853" data-attributes="member: 10515"><p>4 hp per level is equal to a d7 for Hit Dice. Fighters are supposed to be tough because they do get hit and take damage more, getting into melee. Thus, I think it is low. More hit points is the 'magic' of the fighting classes.</p><p>My rule of thumb is primary melee, secondary melee, partial Casters, full casters, in terms of descending HD. I.e. a pure Fighter with no Casting is either a d10 or d12; a Fighter with partial casting is one die lower; a secondary melee, like a Rogue/Thief, is one die lower, and full Casters sit at the bottom of the stack at a d4 or d6.</p><p></p><p>So, a primary no-magic Melee character should be a d10 or d12; a rogue or Casting Melee should be a d8; a Casting rogue (like a bard) should be a d6, and a full Caster should be either a d4 or d6.</p><p>Yes, this makes Casters squishy. As I said, Hit Points are the magic of the fighting Classes.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 8344853, member: 10515"] 4 hp per level is equal to a d7 for Hit Dice. Fighters are supposed to be tough because they do get hit and take damage more, getting into melee. Thus, I think it is low. More hit points is the 'magic' of the fighting classes. My rule of thumb is primary melee, secondary melee, partial Casters, full casters, in terms of descending HD. I.e. a pure Fighter with no Casting is either a d10 or d12; a Fighter with partial casting is one die lower; a secondary melee, like a Rogue/Thief, is one die lower, and full Casters sit at the bottom of the stack at a d4 or d6. So, a primary no-magic Melee character should be a d10 or d12; a rogue or Casting Melee should be a d8; a Casting rogue (like a bard) should be a d6, and a full Caster should be either a d4 or d6. Yes, this makes Casters squishy. As I said, Hit Points are the magic of the fighting Classes. [/QUOTE]
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