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The Hit Dices (Hit Points) used in classes don't make sense.
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<blockquote data-quote="Hayato" data-source="post: 9141862" data-attributes="member: 6874573"><p>As mentioned in the title above, the Hit Dices (Hit Points) used in the classes do not make sense, because they do not take into account the peculiarities of each class and its essence.</p><p></p><p>First place. It is necessary to consider the disparity between martials and spellcasters, as well as half-casters. With that in mind, spellcasters should have <strong>less</strong> health than half-casters and even more comparated to martials. Martials, in essence, dedicated their career to exclusively perfecting their body (and mind), unlike half-casters and spellcasters. For this reason, when they have to chose the path to know spellcasting, they are only 1/3 caster. It turns out that, today, this superiority is not reflected in terms of rules and features, as can be seen below:</p><p></p><p>1d6 (4 HP + Constitution modifier) - Wizards and Sorcerer.</p><p>1d8 (5 HP + Constitution modifier) - Cleric, Druid, Bard, Warlock, Monk and Rogue.</p><p>1d10 (6 HP + Constitution modifier) - Ranger, Paladin and Fighter.</p><p>1d12 (7 HP + Constitution modifier) - Barbarian.</p><p></p><p>As you can see, some distributions do not make sense, either in terms of balance in between martials, half-casters and spellcasters divide or in terms of narrative. For example, we have the Fighter, who has the <strong>same</strong> Hit Dice (Hit Points) as half-casters. The Fighter dedicates his class to a single direction - perfect his blows (STR or DEX) and body (CON). The half-caster, in another hand, devide his class to two directions - perfect their blows (STR or DEX) and body (CON)<strong> and </strong>spellcasting. Another example is The Monk and the Rogue. They dedicates their classes to a single direction too - they spend their entire lives dedicated exclusively to the perfection of their bodies and soul. There is no logic their Hit Dice (Hit Point) be <strong>less</strong> than half-casters. All-rounded classes, like half-casters, should not be better than dedicated classes, nor equivalent. Their power lies on <strong>versatility</strong>.</p><p></p><p>At the same time, I notice a concern in differentiating the resilience of Fighters and Barbarians. However, I understand that both complement each other despite their differences. The Fighter chose his resilience through armor and the Barbarian, in your turn, chose his resilience through resistance to bludgeoning, piercing and slashing damage.</p><p></p><p>That said, I do understand that the distribution of Hit Dice (Hit Points) should be reviewed, in order to bring greater <strong>balance to the game</strong> and try to mitigate, in parts, the differentiation between martials, half-casters and spellcasters and those that hover in the middle. Therefore, I present the following proposal:</p><p></p><p>1d4 (3 HP + Constitution modifier) - Wizards, Sorcerers.</p><p>1d6 (4 HP + Constitution modifier) - Warlock, Clerics, Bards and Druid.</p><p>1d8 (5 HP + Constitution modifier) - Paladins and Rangers.</p><p>1d10 (6 HP + Constitution modifier) - Rogue and Monk.</p><p>1d12 (7 HP + Constitution modifier) - Fighter and Barbarian.</p></blockquote><p></p>
[QUOTE="Hayato, post: 9141862, member: 6874573"] As mentioned in the title above, the Hit Dices (Hit Points) used in the classes do not make sense, because they do not take into account the peculiarities of each class and its essence. First place. It is necessary to consider the disparity between martials and spellcasters, as well as half-casters. With that in mind, spellcasters should have [B]less[/B] health than half-casters and even more comparated to martials. Martials, in essence, dedicated their career to exclusively perfecting their body (and mind), unlike half-casters and spellcasters. For this reason, when they have to chose the path to know spellcasting, they are only 1/3 caster. It turns out that, today, this superiority is not reflected in terms of rules and features, as can be seen below: 1d6 (4 HP + Constitution modifier) - Wizards and Sorcerer. 1d8 (5 HP + Constitution modifier) - Cleric, Druid, Bard, Warlock, Monk and Rogue. 1d10 (6 HP + Constitution modifier) - Ranger, Paladin and Fighter. 1d12 (7 HP + Constitution modifier) - Barbarian. As you can see, some distributions do not make sense, either in terms of balance in between martials, half-casters and spellcasters divide or in terms of narrative. For example, we have the Fighter, who has the [B]same[/B] Hit Dice (Hit Points) as half-casters. The Fighter dedicates his class to a single direction - perfect his blows (STR or DEX) and body (CON). The half-caster, in another hand, devide his class to two directions - perfect their blows (STR or DEX) and body (CON)[B] and [/B]spellcasting. Another example is The Monk and the Rogue. They dedicates their classes to a single direction too - they spend their entire lives dedicated exclusively to the perfection of their bodies and soul. There is no logic their Hit Dice (Hit Point) be [B]less[/B] than half-casters. All-rounded classes, like half-casters, should not be better than dedicated classes, nor equivalent. Their power lies on [B]versatility[/B]. At the same time, I notice a concern in differentiating the resilience of Fighters and Barbarians. However, I understand that both complement each other despite their differences. The Fighter chose his resilience through armor and the Barbarian, in your turn, chose his resilience through resistance to bludgeoning, piercing and slashing damage. That said, I do understand that the distribution of Hit Dice (Hit Points) should be reviewed, in order to bring greater [B]balance to the game[/B] and try to mitigate, in parts, the differentiation between martials, half-casters and spellcasters and those that hover in the middle. Therefore, I present the following proposal: 1d4 (3 HP + Constitution modifier) - Wizards, Sorcerers. 1d6 (4 HP + Constitution modifier) - Warlock, Clerics, Bards and Druid. 1d8 (5 HP + Constitution modifier) - Paladins and Rangers. 1d10 (6 HP + Constitution modifier) - Rogue and Monk. 1d12 (7 HP + Constitution modifier) - Fighter and Barbarian. [/QUOTE]
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