Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why the disparity in hit dice between classes? between classes vs. creatures?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8490538" data-attributes="member: 6790260"><p>1. Watsonian answer: Because Barbarians train their physical bodies more, and must have a greater amount of luck or preternatural survivability due to the fighting styles they employ. Their connection to nature, primal spirits, or other vital forces also tends to inure them to the slings and arrows of outrageous fortune.</p><p>Doylist answer: Because the game is balanced around some classes having more HP and others having less. If you gave Barbarians a lower hit die and Sorcerers a higher hit die, Barbarians would no longer be nearly as worthwhile to play, especially because Barbarians pretty much always have to fight in melee, while Sorcerers almost always fight at range if they have a choice.</p><p></p><p>2. See above. There may be Watsonian reasons in either direction, but the Doylist answer is that it's a balance consideration. You would be powering up Wizards (the class that least needs additional power) and weakening Barbarians and Fighters (the classes that most need attention to not fall behind). It would absolutely be unfair to punish small races by giving them smaller HD without giving them anything else in the exchange, and I'm very surprised you even ask the question (unless it was purely to see what people would say) because...yeah that seems pretty blatantly unfair to me.</p><p></p><p>3. Again, balance concerns. 4e actually allowed HP to be calculated from other stats...but only if you spent resources to MAKE it calculate from something else. I believe the backgrounds <em>Auspicious Birth</em> and <em>Born Under a Bad Sign</em> were the main ways to do this, which gave up the alternative benefits a BG could give in order to give you a few more baseline HP. Didn't affect healing surges though, so it was of limited effect in the grand scheme. Just letting it happen, without any effort or resources invested, would again seriously and deleteriously affect the balance of the game. Dexterity is already a god stat, granting initiative, a bunch of skill benefits, AC, one of the "strong" saves, higher to-hit, AND damage (the last two if using a finesse weapon). Letting it ALSO improve HP...why would anyone specialize in anything but Dexterity after that? You'd be creating an obvious dominant strategy, that's clearly Not Good, and Constitution would become a dump stat for most characters.</p><p></p><p>4. I could see temporary hit dice, as in the healing mechanic, being acquired via magic items. Actual permanent hit dice should not be tied to things that can be lost, stolen, or passed to other party members because that could create serious bookkeeping headaches that are not worth the effort. Permanent or semi-permanent (that is, they <em>can</em> be lost, but not easily) boons or enchantments, on the other hand, would be fine. I am leery of just outright granting extra HP <em>especially</em> from magic items. Perhaps THP instead? Maybe call them "innate" THP, so you have the "innate" layer tracked separately from the regular THP layer to avoid issues with either not stacking or accidentally making <em>all</em> THP stack.</p><p></p><p>5. Given my answer to 4, yes, but again I am leery of such things being tied to the relatively flimsy and porous connection of "a magic item I'm wearing/wielding/using."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8490538, member: 6790260"] 1. Watsonian answer: Because Barbarians train their physical bodies more, and must have a greater amount of luck or preternatural survivability due to the fighting styles they employ. Their connection to nature, primal spirits, or other vital forces also tends to inure them to the slings and arrows of outrageous fortune. Doylist answer: Because the game is balanced around some classes having more HP and others having less. If you gave Barbarians a lower hit die and Sorcerers a higher hit die, Barbarians would no longer be nearly as worthwhile to play, especially because Barbarians pretty much always have to fight in melee, while Sorcerers almost always fight at range if they have a choice. 2. See above. There may be Watsonian reasons in either direction, but the Doylist answer is that it's a balance consideration. You would be powering up Wizards (the class that least needs additional power) and weakening Barbarians and Fighters (the classes that most need attention to not fall behind). It would absolutely be unfair to punish small races by giving them smaller HD without giving them anything else in the exchange, and I'm very surprised you even ask the question (unless it was purely to see what people would say) because...yeah that seems pretty blatantly unfair to me. 3. Again, balance concerns. 4e actually allowed HP to be calculated from other stats...but only if you spent resources to MAKE it calculate from something else. I believe the backgrounds [I]Auspicious Birth[/I] and [I]Born Under a Bad Sign[/I] were the main ways to do this, which gave up the alternative benefits a BG could give in order to give you a few more baseline HP. Didn't affect healing surges though, so it was of limited effect in the grand scheme. Just letting it happen, without any effort or resources invested, would again seriously and deleteriously affect the balance of the game. Dexterity is already a god stat, granting initiative, a bunch of skill benefits, AC, one of the "strong" saves, higher to-hit, AND damage (the last two if using a finesse weapon). Letting it ALSO improve HP...why would anyone specialize in anything but Dexterity after that? You'd be creating an obvious dominant strategy, that's clearly Not Good, and Constitution would become a dump stat for most characters. 4. I could see temporary hit dice, as in the healing mechanic, being acquired via magic items. Actual permanent hit dice should not be tied to things that can be lost, stolen, or passed to other party members because that could create serious bookkeeping headaches that are not worth the effort. Permanent or semi-permanent (that is, they [I]can[/I] be lost, but not easily) boons or enchantments, on the other hand, would be fine. I am leery of just outright granting extra HP [I]especially[/I] from magic items. Perhaps THP instead? Maybe call them "innate" THP, so you have the "innate" layer tracked separately from the regular THP layer to avoid issues with either not stacking or accidentally making [I]all[/I] THP stack. 5. Given my answer to 4, yes, but again I am leery of such things being tied to the relatively flimsy and porous connection of "a magic item I'm wearing/wielding/using." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why the disparity in hit dice between classes? between classes vs. creatures?
Top