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*Dungeons & Dragons
Removing Hit Points from the Game
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<blockquote data-quote="snickersnax" data-source="post: 7612834" data-attributes="member: 6888204"><p>I have eliminated hit point inflation in 5E. My latest iteration is this:</p><p></p><p><strong>PCs gain hit dice equal to their proficiency bonus</strong>. So Level 1 characters start with 3 HD and gain an additional HD at 5th, 9th, 13th and 17th level.</p><p></p><p>This solves so many problems at once: hit point abstraction and inflation to the point of absurdity is reduced, level 1 survive-ability is increased, falling damage feels better, single BBEGs become an option. </p><p></p><p>But as others have pointed out it causes a few problems. Fortunately they were problems that I wanted to fix anyway.</p><p></p><p>1) Damage from spells needs to be reduced to stay in line with PC hit points: I want a lower magic game anyway so my solution is to make the highest level spell a PC can cast equal to proficiency bonus minus 1. So casters go from 1st level spells at character level 1-4 to 5th level spells at level 17-20. Half-casters get spells equal to proficiency bonus divided by 2 rounded down.</p><p></p><p>An alternative to this, making it a closer to an E6-like version, is to limit spell level to proficiency bonus divided by 2 rounded up (so level one spells at character level 1, level 2 spells at character level 5 and level 3 spells at character level 13). Half- casters would get 1st level spells at level 5 and second level spells at level 13.</p><p></p><p>2) Damage dice from sneak attacks is reduced by half (rounded up)</p><p></p><p>3) Radiant damage only damages fiends and undead.</p><p></p><p>4) extra attack is gained at 9th level for those who used to get it at level 5, and 13th level for those who used to get it at level 6</p><p></p><p>5) polymorph and wildshape don't change anyone's hit points.</p><p></p><p>6)I have also included proficiency bonus to AC with formulas for AC starting at 8 instead of 10, (so effectively adding one point of AC for each point of proficiency bonus gained from level 5 on). I know this gets the bounded accuracy people all up in arms, but I've done it for this system because it give me the feel and play in the game that I want.</p><p></p><p>I think it works quite nicely, it gives the gritty, realistic feel that I want and collaterally solves other problems that I have with 5e. </p><p></p><p>There are a few other clean-ups on some of the feats, but this seems to play very smoothly</p></blockquote><p></p>
[QUOTE="snickersnax, post: 7612834, member: 6888204"] I have eliminated hit point inflation in 5E. My latest iteration is this: [B]PCs gain hit dice equal to their proficiency bonus[/B]. So Level 1 characters start with 3 HD and gain an additional HD at 5th, 9th, 13th and 17th level. This solves so many problems at once: hit point abstraction and inflation to the point of absurdity is reduced, level 1 survive-ability is increased, falling damage feels better, single BBEGs become an option. But as others have pointed out it causes a few problems. Fortunately they were problems that I wanted to fix anyway. 1) Damage from spells needs to be reduced to stay in line with PC hit points: I want a lower magic game anyway so my solution is to make the highest level spell a PC can cast equal to proficiency bonus minus 1. So casters go from 1st level spells at character level 1-4 to 5th level spells at level 17-20. Half-casters get spells equal to proficiency bonus divided by 2 rounded down. An alternative to this, making it a closer to an E6-like version, is to limit spell level to proficiency bonus divided by 2 rounded up (so level one spells at character level 1, level 2 spells at character level 5 and level 3 spells at character level 13). Half- casters would get 1st level spells at level 5 and second level spells at level 13. 2) Damage dice from sneak attacks is reduced by half (rounded up) 3) Radiant damage only damages fiends and undead. 4) extra attack is gained at 9th level for those who used to get it at level 5, and 13th level for those who used to get it at level 6 5) polymorph and wildshape don't change anyone's hit points. 6)I have also included proficiency bonus to AC with formulas for AC starting at 8 instead of 10, (so effectively adding one point of AC for each point of proficiency bonus gained from level 5 on). I know this gets the bounded accuracy people all up in arms, but I've done it for this system because it give me the feel and play in the game that I want. I think it works quite nicely, it gives the gritty, realistic feel that I want and collaterally solves other problems that I have with 5e. There are a few other clean-ups on some of the feats, but this seems to play very smoothly [/QUOTE]
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