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Removing Hit Points from the Game
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<blockquote data-quote="DND_Reborn" data-source="post: 7579495" data-attributes="member: 6987520"><p>You know, that is crazy! We used a similar system a long time ago, but a character could even get +3 HP per level! Small world, huh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Seriously though, our DM experimented with a system based on Vitality/Wounds from d20 Star Wars, with some changes however. The problem arose that everything you encounter, all spells, etc. has to be revamped to fit the new system. In the end, we just decided as much as we liked it, it wasn't worth the hassle.</p><p></p><p>Our DM had to change some encounters for us when he ran the Keep on the Borderlands. It was okay until level 3, but by the time we finished at Level 5 the BBEG would have been a cakewalk if he hadn't beefed up the encounter to make it a challenge. It was similar with the wilderness encounters later on, too, so I completely understand your frustration.</p><p></p><p>I don't know how it might affect balance at higher levels, but one thing to consider is lower the HD type one place, but grant a +2 bonus at level 1.</p><p></p><p>d12 becomes d10, but still 12 at level 1</p><p>d10 becomes d8, but still 10 at level 1</p><p>d8 becomes d6, but still 8 at level 1</p><p>d6 becomes d4, but still 6 at level 1</p><p></p><p>Also, if the players want to take the average, I would round down. Unless otherwise noted, everything is supposed to round down anyway. This way, the average HP is 2 less per level after first. </p><p></p><p>With these ideas, look at a Fighter with Con 14 to level 20. Normally, the Fighter gains 6 + Con mod, or 8 per level in this case. Using a d8, with avg 4.5 rounded down to 4, the character would gain 6 hp per level. By 20th level, that's 38 fewer HP.</p><p></p><p>1: 12 stays as 12</p><p>2: 20 turns to 18 (12 + 4 (avg d8, round down) + 2</p><p>3: 28 turns to 24 (18 + 6)</p><p>4: 36 turns to 30</p><p>5: 44 turns to 36</p><p>etc.</p><p>20: 164 turns to 126.</p><p></p><p>Honestly, you might even want to remove the additional +2 at level one, but survival can be so hard at lower levels I would advise against it.</p><p></p><p>Other options are to grant Con bonus only once, or maybe have it decline one point per level, so a +2 Con bonus would add 2 at level one, 1 and level 2, and 0 after that. Characters with a -1 would only suffer that at first level, and it would improve to 0 afterwards.</p><p></p><p>I don't know, there are all sorts of ways to reduce HP without crippling the players. Another option would be to make critical hits more deadly by making them open-ended, or just increase the multiplier. That way, even lower CR creatures can still be feared, because a critical hit could still hurt a LOT.</p><p></p><p>Just some thoughts before bed. Hope it helps.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7579495, member: 6987520"] You know, that is crazy! We used a similar system a long time ago, but a character could even get +3 HP per level! Small world, huh? ;) Seriously though, our DM experimented with a system based on Vitality/Wounds from d20 Star Wars, with some changes however. The problem arose that everything you encounter, all spells, etc. has to be revamped to fit the new system. In the end, we just decided as much as we liked it, it wasn't worth the hassle. Our DM had to change some encounters for us when he ran the Keep on the Borderlands. It was okay until level 3, but by the time we finished at Level 5 the BBEG would have been a cakewalk if he hadn't beefed up the encounter to make it a challenge. It was similar with the wilderness encounters later on, too, so I completely understand your frustration. I don't know how it might affect balance at higher levels, but one thing to consider is lower the HD type one place, but grant a +2 bonus at level 1. d12 becomes d10, but still 12 at level 1 d10 becomes d8, but still 10 at level 1 d8 becomes d6, but still 8 at level 1 d6 becomes d4, but still 6 at level 1 Also, if the players want to take the average, I would round down. Unless otherwise noted, everything is supposed to round down anyway. This way, the average HP is 2 less per level after first. With these ideas, look at a Fighter with Con 14 to level 20. Normally, the Fighter gains 6 + Con mod, or 8 per level in this case. Using a d8, with avg 4.5 rounded down to 4, the character would gain 6 hp per level. By 20th level, that's 38 fewer HP. 1: 12 stays as 12 2: 20 turns to 18 (12 + 4 (avg d8, round down) + 2 3: 28 turns to 24 (18 + 6) 4: 36 turns to 30 5: 44 turns to 36 etc. 20: 164 turns to 126. Honestly, you might even want to remove the additional +2 at level one, but survival can be so hard at lower levels I would advise against it. Other options are to grant Con bonus only once, or maybe have it decline one point per level, so a +2 Con bonus would add 2 at level one, 1 and level 2, and 0 after that. Characters with a -1 would only suffer that at first level, and it would improve to 0 afterwards. I don't know, there are all sorts of ways to reduce HP without crippling the players. Another option would be to make critical hits more deadly by making them open-ended, or just increase the multiplier. That way, even lower CR creatures can still be feared, because a critical hit could still hurt a LOT. Just some thoughts before bed. Hope it helps. [/QUOTE]
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