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General Tabletop Discussion
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Why different HD types for classes? (Another HP thread...)
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<blockquote data-quote="Ashrym" data-source="post: 7845127" data-attributes="member: 6750235"><p>I find hit points are part of physical combat training mechanics. Bards and warlocks simply represent better combat characteristics than wizards and sorcerers. That justification is also reflected in things like armor and weapon proficiencies.</p><p></p><p></p><p></p><p>That's reflected in CON bonus. Want a character who's tough add CON. It's also reflected in d8 hit points instead of d6 hit points to demonstrate that type of history compared to studing tomes; and clerics are already described with military aspects that are also reflected in armor and hit die.</p><p></p><p>It's also likely you simply didn't choose the right class. What you described is a fighter with the urchin background.</p><p></p><p>It's a class-based game which means class-based differences. Hit dice are one of those differences.</p><p></p><p></p><p></p><p>No, the fighter has a bigger abstract pool. Luck or divine favor isn't the same from day to day for the same character. Defining those specific attributes as more or less opens up issues. If that specificity is what you want then you should skip the group abstract and give a variety of scores instead.</p><p></p><p>On that same note, the ability to ignore pain or level of stamina are also part of hit points so it's easier to envision characters who practice sparring in heavy armor to build more stamina and pain tolerance than someone practicing vocal exercises, finged wriggling, and magical recipes. That gets back to being part of the combat mechanics.</p><p></p><p>If we consided luck equal but stamina higher we have justification. Jusfification isn't necessary because it's a class-based mechanic in a class-based system, but if it keeps you up at night... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Representing an abstract doesn't preclude a class having a larger pool of the abstract concept based specifically on the pool.</p><p></p><p></p><p></p><p>That's assuming warriors shouldn't have more hit points than wizards. Different classes get benefits. The hit die on the fighter is a benefit.</p><p></p><p>CON bonuses already allow spellcasters to exceed warriors in hit points even if it's unlikely. A 16 CON dwarven wizard can have more hit points than a 12 CON elven fighter.</p><p></p><p>TBH, changing to a uniform hit die only takes advantages away from some classes while matching the mechanic to the description instead of the description to the mechanic. Your though flow is reversing the design process on top of taking advantages away.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7845127, member: 6750235"] I find hit points are part of physical combat training mechanics. Bards and warlocks simply represent better combat characteristics than wizards and sorcerers. That justification is also reflected in things like armor and weapon proficiencies. That's reflected in CON bonus. Want a character who's tough add CON. It's also reflected in d8 hit points instead of d6 hit points to demonstrate that type of history compared to studing tomes; and clerics are already described with military aspects that are also reflected in armor and hit die. It's also likely you simply didn't choose the right class. What you described is a fighter with the urchin background. It's a class-based game which means class-based differences. Hit dice are one of those differences. No, the fighter has a bigger abstract pool. Luck or divine favor isn't the same from day to day for the same character. Defining those specific attributes as more or less opens up issues. If that specificity is what you want then you should skip the group abstract and give a variety of scores instead. On that same note, the ability to ignore pain or level of stamina are also part of hit points so it's easier to envision characters who practice sparring in heavy armor to build more stamina and pain tolerance than someone practicing vocal exercises, finged wriggling, and magical recipes. That gets back to being part of the combat mechanics. If we consided luck equal but stamina higher we have justification. Jusfification isn't necessary because it's a class-based mechanic in a class-based system, but if it keeps you up at night... ;) Representing an abstract doesn't preclude a class having a larger pool of the abstract concept based specifically on the pool. That's assuming warriors shouldn't have more hit points than wizards. Different classes get benefits. The hit die on the fighter is a benefit. CON bonuses already allow spellcasters to exceed warriors in hit points even if it's unlikely. A 16 CON dwarven wizard can have more hit points than a 12 CON elven fighter. TBH, changing to a uniform hit die only takes advantages away from some classes while matching the mechanic to the description instead of the description to the mechanic. Your though flow is reversing the design process on top of taking advantages away. [/QUOTE]
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