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Toughness - How many hit points to make it worthwhile?

Thoughness as a long-term feat that is NOT a prerequisite should grant:


IMC it's +3max hp and ingore first 1 points of wounds(wound system like StarwarD20)
way better than 6hp,especially when it was taken rmultiple times like many big animals do.
So I vote +6hp
 

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green slime said:
I'd go for ordinary toughness adding one HD of your class for that particular level. (1d10 for a fighter, if you took it as a fighter feat, 1d4 for a wizard.

How about doubling your hit points for a given level (hit die roll and con)?
 


Cheiromancer said:
Who are the people who voted for 1 hp? As far as jokes go, it would be funny if someone actually defended the choice in a post.

Okay, I'll try. Regardless of level, if you take damage down to -10, you die. But if you have one-hit-point toughness for an extra hit point, you would be at -9 and you live. If you don't die, you don't lose a level upon being raised. So one-hit-point toughness is like True Resurrection without the GP cost. But it is better than True Resurrection because it is basically an immediate action because you don't wait to come back from the dead because you never died.

But wait, there is more, if you are hit to exactly 0hp, you can only take partial actions and if you act, you take damage. On the other hand, if you have one-hit-point toughness, you would have 1hp and could take a full round action. Turning a partial action into a full-round action is something only 3.0's broken haste spell could do. But wait, there's more: You can act all day long and never take damage. A spell that prevents damage every round all day long, I shudder to think what level that spell would be.

So toughness even at one hit point is equvialent to True Resurrection, 25,000 gp, an all-day version of 3.0 haste, and some kind of all-day damage prevention spell. All quickened and uncounterable. With that kind of brokenness, who would possibly think toughness should be worth any more?
 


maggot said:
Okay, I'll try. Regardless of level, if you take damage down to -10, you die. But if you have one-hit-point toughness for an extra hit point, you would be at -9 and you live. If you don't die, you don't lose a level upon being raised. So one-hit-point toughness is like True Resurrection without the GP cost. But it is better than True Resurrection because it is basically an immediate action because you don't wait to come back from the dead because you never died.

But wait, there is more, if you are hit to exactly 0hp, you can only take partial actions and if you act, you take damage. On the other hand, if you have one-hit-point toughness, you would have 1hp and could take a full round action. Turning a partial action into a full-round action is something only 3.0's broken haste spell could do. But wait, there's more: You can act all day long and never take damage. A spell that prevents damage every round all day long, I shudder to think what level that spell would be.

So toughness even at one hit point is equvialent to True Resurrection, 25,000 gp, an all-day version of 3.0 haste, and some kind of all-day damage prevention spell. All quickened and uncounterable. With that kind of brokenness, who would possibly think toughness should be worth any more?
You forgot that it's not suppressible, nor can it be dispelled.

Even so, I salute you.
 

Storyteller01 said:
Arcana Unearthed/Evolved has a feat that allows you to double your con bonus to hp for the level you take it. Their Warmain gains it at 1st level. Might be a worth while toughness replacement.

... I was thinking along the lines of every level you take toughness you gain max hp for the HD ... if you take this at first lvl your 2nd HD is max then (and if you take this again at 2nd lvl your 3rd HD is max and so one.
 


3d6 said:
I don't think there's a good answer. +10 hit points for a feat at 1st level would be far too good, but at 20th level, it would be a wasted feat. I don't think there's a value where that's not true.
What he said.


glass.
 

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