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General Tabletop Discussion
*Dungeons & Dragons
Removing Hit Points from the Game
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<blockquote data-quote="the Jester" data-source="post: 7612880" data-attributes="member: 1210"><p>Before 5e dropped, I was working on a "D&D Jazz Edition" that would synthesize a version of D&D that pulled the best elements of all editions (much as 5e did). A lot of my design choices ended up echoed strongly by what we got, but one place I wanted to reduce the numbers that 5e didn't was hit points. </p><p></p><p>My basic approach included a significant reliance on multiclassing; there would be four 'base classes' (cleric, fighter, rogue, and wizard) that would top out at level 5 or maybe 10 and a ton of specialized 3-level prestige class like elements that would help you kit-bash almost any concept into existence (in theory). Want to specialize in swords? I got a class for that. Want to specialize in fire magic? Class. How about alchemy? Class. Etcetera. </p><p></p><p>The way I was going to address hps was simple: at most levels, a given class would give you one or two elements that improved your character, and hit points was one of those elements. In other words, you only got hps sometimes, if you chose a class where the next level gave you hps. </p><p></p><p>IDHMNIFOM, but I'm pretty sure the four base classes gave you hps at 1st and 2nd level, and then maybe at like 5th? And other classes usually gave you a Hit Die at 2nd or 3rd level. There was a class specifically for gaining hps every level, too (Survivor, IIRC). Not every class gave the same HD, same as standard D&D, and you got your Con bonus to each HD; but even so, a 10th level pc might be a fighter 5/armor master 3/swordsman 2- and have 5d10 + Con bonus hps. </p><p></p><p>Also, I had a thing I was playing with where each time you gained a new HD, you rerolled ALL your HD, including your new one, with a minimum result of 1 higher than your old total (+ Con bonus).</p></blockquote><p></p>
[QUOTE="the Jester, post: 7612880, member: 1210"] Before 5e dropped, I was working on a "D&D Jazz Edition" that would synthesize a version of D&D that pulled the best elements of all editions (much as 5e did). A lot of my design choices ended up echoed strongly by what we got, but one place I wanted to reduce the numbers that 5e didn't was hit points. My basic approach included a significant reliance on multiclassing; there would be four 'base classes' (cleric, fighter, rogue, and wizard) that would top out at level 5 or maybe 10 and a ton of specialized 3-level prestige class like elements that would help you kit-bash almost any concept into existence (in theory). Want to specialize in swords? I got a class for that. Want to specialize in fire magic? Class. How about alchemy? Class. Etcetera. The way I was going to address hps was simple: at most levels, a given class would give you one or two elements that improved your character, and hit points was one of those elements. In other words, you only got hps sometimes, if you chose a class where the next level gave you hps. IDHMNIFOM, but I'm pretty sure the four base classes gave you hps at 1st and 2nd level, and then maybe at like 5th? And other classes usually gave you a Hit Die at 2nd or 3rd level. There was a class specifically for gaining hps every level, too (Survivor, IIRC). Not every class gave the same HD, same as standard D&D, and you got your Con bonus to each HD; but even so, a 10th level pc might be a fighter 5/armor master 3/swordsman 2- and have 5d10 + Con bonus hps. Also, I had a thing I was playing with where each time you gained a new HD, you rerolled ALL your HD, including your new one, with a minimum result of 1 higher than your old total (+ Con bonus). [/QUOTE]
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