Goblin Queen (She/Her/Hers)
To be more specific, a 1st level character started with a fixed amount of hit points based on their class (generally 10-15) plus their constitution score - not modifier. That tripped a lot of folks up their first time. After that, they gained a fixed amount per level, again based on class (generally 4-6), no adjustment based on con, though IIRC, if your con score increased after 1st level, you’d gain HP equal to the amount increased. So, a 1st level fighter would have 12 + Con score hit points; somewhere between 20 and 30 total.
Correct. Though that 1st level fighter would need 18 con to have 30 HP. A more typical fighter would probably have about 24 HP and 11 healing surges, with a surge value of 6, for a total of 90 HP per day without any additional healing from spells and such. Each additional level they would gain 5 extra hit points and their surge value would increase by ~1.25 (though fractional values don’t actually matter since you round down) for a total of ~18.75 HP per day per level.2. Each class had 6-10 healing surges, allowing 25% per use of maximum hp restore, one useable per encounter. Thus, 4 uses would restore 100% of maximum hp. Depending on your class this allowed you to effectively have anywhere from 150-250% additional hp during the adventuring day. Thus, our 1st level Fighter with 30 hp could have nearly 100 hp during the adventuring day at their disposal.
It was definitely a lot of hit points, but damage numbers also started higher in 4e. Still, combats could and often did go pretty long, and you could expect 3 or 4 per adventuring day. The length of 4e combats was one of the major critiques, though they did go a lot faster if everyone knew their characters very well and paid attention through the whole combat. A lot more of the slowdown came from trying to remember all your abilities and triggers and bonuses and whatnot than from high HP values.3. Since you did not need magic to access your healing surges, you have a vast reserve of hp to tap into during combat and (more often) in between battles.
4. Some magic and features allowed greater access to healing surges during an encounter and/or extended hp beyond healing surges out of combat.
Sound about right? If so, this seems like an awful lot of hp potentially during the adventuring day IMO, but not seeing it in use I could be wrong... With 5E, HD after short rest limits you to a maximum of an additional 100% without the use of healing magic, feat, or features.
Definitely some interesting parallels!Either way, some of this is very interesting to me because of what we've been doing in our 5E mod already, such as:
1. You can spend an action to use up to half (round down) your HD to heal yourself (in or out of battle). This is potentially like a 50% healing surge I would think? However, that means you won't have those HD to use until you recover them during a long rest.
2. You begin with 4 HD at 0-level (we added a full prologue level for the mod). However, your maximum HP is capped by a number of HD equal to your level (plus your hp at 0-level).
In other words, a 1st-level PC might have about 10-20 hp, even though they would have 5d8 HD available. They could spend 2d8 maximum as an action to restore some lost hp. FWIW, I should note you have no bonus hp per level really in our mod, so after the first few levels, hp maximum is lower than RAW.
3. When your hp = 0, overflow damage goes to HD on a 1-1 basis. If your HD are also 0, you are automatically unconscious and dying. Further damage reduces your maximum HD (not hp!), also on a 1-1 basis. You lose 1 from your maximum HD at the end of each round unless you are treated or stabilized. If your maximum HD is reduced to 0, you die.
We are literally using your spendable HD as your "reserve", and your maximum HD as your full body injury/trauma.
In the above example, the 1st-level PC would have say 15 hp and 5d8 HD. After 15 damage, he loses HD, after those 5 HD are gone, is has 5 more HD (his maximum) before death. So, if the PC had just 1 hp and all his HD, a 12-point hit would kill him instantly.
It is more lethal, and meant to be so.