Races & HP

Are HP the ability to soak damage, or some abstract injury avoiding mechanic?

  • Raw damage soak!

    Votes: 2 7.7%
  • Abstract damage avoidance mechanism!

    Votes: 7 26.9%
  • Some combo of the two!

    Votes: 12 46.2%
  • Neither, or other, and I explain below!

    Votes: 3 11.5%
  • I like onions!

    Votes: 2 7.7%

Nifft

Penguin Herder
Here's what I do for HP. Every critter has bonus HP based on its size and/or type, much like constructs & oozes get in 3.5e. These HP are in place of taking full class HP at first level -- in other words, dice are rolled for HP at every level, including 1st. Here's the table:

Size or Type: Bonus HP
Fey: 6 hp
Outsider: 10 hp
Fine: 0 hp
Diminutive: 1 hp
Tiny: 2 hp
Small: 4 hp
Medium: 8 hp
Large: 16 hp
Huge: 24 hp
Gargantuan: 32 hp
Colossal: 40 hp

Bonus HP for PC Races:
Gnome 2 hp
Kobold 4 hp
Halfling 4 hp
Elf 6 hp
Dwarf 8 hp
Free Orc 8 hp
Human 8 hp
Half-elf 8 hp
Half-orc 8 hp
Aasimar 10 hp
Tiefling 10 hp

Thus, a 1st level Halfling Fighter (4+d10 = average 9.5) might have fewer HP than a Human Wizard (8+d4 = average 10.5), but quickly the racial bonus is eclipsed by class HP -- soon the "fighter" part is more important than the "halfling" part.

Comments? Abuse? Anyone want to talk about dragons?

-- N
 

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Hit points from levels represent (IMO) primarily the ability to avoid damage. Hit points from monster hit dice primarily represent raw damage soak. Basically what Upper Krust said in the dragon thread.
 

I like onions - they're tasty.

Normally I just fudge the issue of HP. If no-one looks too closely then no-one gets upset...


Have been considering a wounds/VP system - where you get Wounds = Con and VP = HP and sit 'on top' of them - you take VP first and they heal up at a very fast rate. i.e. level/hour. Wounds heal more slowly and represent actual damage. You would not take wounds until you had run out of VP.

Tweaking it at the moment - want to create a high magic/cinematic/heroic greek myth D20 game and was considering this to remove/vastly cut the need for healing magic. Would also play up the Heros > Normal people aspect that I wanted.



That's an intriguing mechanic for the bonus HP:

Take it a human would get 8 for human + 8 for medium size + normal dice + con?

It's an excellent idea. Adds lifespan to low level characters - I likes it!

Do you gain the extra HP if your size changes?
 

Something different

I'm trying a system that doesn't give characters Hit Points, but rather gives them "Hit Resistance", tracks wounds, and forces a saving throw when they have too many wounds.
 

Hey all! :)

John Q. Mayhem said:
Hit points from levels represent (IMO) primarily the ability to avoid damage. Hit points from monster hit dice primarily represent raw damage soak. Basically what Upper Krust said in the dragon thread.

Exactly. However this only functions for creatures with a natural physiognomy.

Fey; Outsiders and (Intelligent) Undead are exempt since the power of the spirit is more important than the power of their body. Constructs (that are not animated objects) are also exempt since the power imbued within them by their creator is more important than their body.

However, as I address at the back of the CR/EL document I proffer, Hit Dice for natural creatures is better represented when it is relative to mass.

So typically you would have 1 HD/2 ft (height or length).

eg.
6 ft. human = 3 HD humanoid
10 1/2 ft. hill giant = 5 HD giant
21 ft. tall storm giant = 10 HD giant

This is then modified by physique:

Stocky (eg. dwarf) = x1.5
Very stocky (eg. xorn) = x2
Thin (eg. skeleton) = x2/3
Very thin (eg. snake) = x 1/2

eg.
12 ft. Fire Giant (stocky) = 6 x 1.5 = 9 HD
80 ft. Purple Worm (very thin) = 40 x 1/2 = 20 HD

So using the above you can determine within moments the HD of any creature (of natural physiognomy).

King Kong

24 ft. Gorilla (stocky) = 12 x 1.5 = 18 HD

Godzilla

300 ft. Reptile = 150 HD

etc.

I think this would add a lot more to low level play as well, since the basic town guard will have 3 HD + 1 (or more) character levels.
 

Inconsequenti-AL said:
Take it a human would get 8 for human + 8 for medium size + normal dice + con?

It's an excellent idea. Adds lifespan to low level characters - I likes it!

Do you gain the extra HP if your size changes?

Nope -- Humans get 8 HP. Monsters get the bonus HP listed above by size or type.

Yep -- Enlarge Person will grant you +4 HP (Small -> Medium) or +8 HP (Medium -> Large). These are effectively temporary HP which don't count against your total when you shrink back. "That sword wound -- look, now it's only a scratch!"

Ogres don't get 4 hd IMC, because they get +16 HP. It works nicely.

-- N
 

I use a simple system to boost HP without worrying about calculating size or anything.
I add Constitution straight to HP's at first level. Makes character survive a little better, lets them take a little risk from the beginning without too much effort.
I just add the same to any monster/creature/NPC they encounter. Makes things a little tougher in a fight, but not too much.

ex: 1st level Fighter with 16 Con would have 29 HP. A 1st level Wizard with a 12 Con would have 17 HP. Simple as that. :)

RD
 

I use a simple system to boost HP without worrying about calculating size or anything.
I add Constitution straight to HP's at first level. Makes character survive a little better, lets them take a little risk from the beginning without too much effort.
I just add the same to any monster/creature/NPC they encounter. Makes things a little tougher in a fight, but not too much.


RD
 

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