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General Tabletop Discussion
*Dungeons & Dragons
Should healing magic be based on HD or not?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8492399" data-attributes="member: 6790260"><p>One possible reason why you might have misunderstood is that some folks mentioned that if you increase your Constitution score later, you get the bonus HP. So, for example, at level 11 and 21, every character gets +1 to all stats. This means that every character also gains +1 HP at those levels, since increases to your Constitution score directly give you extra HP--but only the one time, since Con mod has zero effect on HP themselves. It also means that most if not all characters should gain an additional healing surge at level 21 (as your Con mod does not normally add to your surge <em>value</em>, that is the HP restored by a surge, but rather gives you <em>more surges</em>). E.g. a level 1 Wizard would normally start with 6 surges, but if their Constitution score is only 8, they'll only have 5 surges in total (because you add the Con mod of -1 to the base number of surges.)</p><p></p><p>As I hope has been made clear, while having a lot of surges is really quite useful and Constitution was a desirable stat in general, in a certain sense 4e was designed such that pursuing tons of HP and surges <em>at the cost of other things</em> is not actually very effective--unless Constitution powers some other aspect of your character, it's generally at best a tertiary stat. Certain classes or subclasses, e.g. Barbarians, Warlocks with the Infernal pact, Iron Soul Monks, or Elementalist Sorcerers, got other benefits from having high Constitution, and thus tended to be particularly beefy characters...but it's still pretty easy to threaten them, because most groups can't easily pull out more than a couple surges' worth of healing in a single round. Hence why I mentioned "volatility" earlier--yes, you have a <em>theoretical</em> crapton of restore-able HP (for some characters, more than 2x their max HP!), but accessing those HP is gated. Characters can quite easily die while still having lots of healing surges left in the tank, if the damage simply comes out too fast (as happened to my character mentioned above).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8492399, member: 6790260"] One possible reason why you might have misunderstood is that some folks mentioned that if you increase your Constitution score later, you get the bonus HP. So, for example, at level 11 and 21, every character gets +1 to all stats. This means that every character also gains +1 HP at those levels, since increases to your Constitution score directly give you extra HP--but only the one time, since Con mod has zero effect on HP themselves. It also means that most if not all characters should gain an additional healing surge at level 21 (as your Con mod does not normally add to your surge [I]value[/I], that is the HP restored by a surge, but rather gives you [I]more surges[/I]). E.g. a level 1 Wizard would normally start with 6 surges, but if their Constitution score is only 8, they'll only have 5 surges in total (because you add the Con mod of -1 to the base number of surges.) As I hope has been made clear, while having a lot of surges is really quite useful and Constitution was a desirable stat in general, in a certain sense 4e was designed such that pursuing tons of HP and surges [I]at the cost of other things[/I] is not actually very effective--unless Constitution powers some other aspect of your character, it's generally at best a tertiary stat. Certain classes or subclasses, e.g. Barbarians, Warlocks with the Infernal pact, Iron Soul Monks, or Elementalist Sorcerers, got other benefits from having high Constitution, and thus tended to be particularly beefy characters...but it's still pretty easy to threaten them, because most groups can't easily pull out more than a couple surges' worth of healing in a single round. Hence why I mentioned "volatility" earlier--yes, you have a [I]theoretical[/I] crapton of restore-able HP (for some characters, more than 2x their max HP!), but accessing those HP is gated. Characters can quite easily die while still having lots of healing surges left in the tank, if the damage simply comes out too fast (as happened to my character mentioned above). [/QUOTE]
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Should healing magic be based on HD or not?
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