HP and scaling

Post/Author/DateTimePost
#1

Einlanzer

Sep 14, 2014 13:09:11

So, I think the biggest design mistake in 5e is in the scaling behind HP and some healing/damage values.  I made a thread sort of about this a couple of weeks ago, but I wanted to discuss oddities behind HP and scaling in the game and bounce around simple houserules to tweak a few things.

 

I have never liked the idea of starting at 1st level with a single level's worth of HP and having it basically double at 2nd, triple at 3rd, and so forth.  I really preferred the way 4e handled HP, even though it slowed the game down (the mistake was in giving enemies high HP also instead of just increasing their offense a bit), so I wasn't very thrilled when they pretty much reverted to pre 4e style HP growth.

 

What I think I'm going to do is have players replace the con modifier at 1st level with 1/2 of their constitution score.  This basically gives everyone an extra buffer of 5-8 HP at 1st level, which I think is the sweet spot. Additionally, taking a fixed HP value at subsequent levels should be the median, not the median +1, which makes it too attractive to never roll for HP. This should result in players having slightly fewer HP at high level, which I'm fine with as it helps address the weird inverse difficulty scale that D&D tends to have.

 

So the only other issue I have is in a lack of scaling behind some things I feel should have it. The most obvious examples are Healing Potions and falling damage. I think it's appropriate to give them both a 1 HP/level scaling due to the abstract nature of HP. Are there other items that I may be missing?

#2

RCanine

Sep 14, 2014 21:28:56

To simulate the feal of 4th Ed, simply give the PCs 1000 XP to start out. If you're feeling mean, force the PCs to take those first three levels in a single class. 4th ed assumed you started life a veteran hero, 5th ed assumes your're a fresh-faced recruit. The problem with 5th ed. is that it doesn't really give you a feel for how your character's going to play until you're several adventures in, and the class balance for levels 1-2 is all over the place.

 

#3

Timborama

Sep 15, 2014 11:41:05

Game designers have suggested starting at level 3-4. If you start at level 4, you have 20+ health (like in 4E), and also start out with a feat (like in 3.x and 4E). Plus, you can start down your character archetype at level 4.

 

You still have a tough time with Bugbears, goblins, and wolves, but they're also not deadly threats. A manticore, however, may prove a nice challenge, and a golem will still be deadly.

 

For my campaigns, if it's their first time playing 5th, everyone starts at 1st level. But if I play with the same people consistnetly, we'll be starting around level 4-ish. This is like how in 4E we sometimes started low-level (1-4), mid-level (7-ish), paragon (11), or epic (18-21).

 

So if you want low-level, but not level one, just start at level 3 or 4!

 

(also, it should be noted, level 1 can make some REALLY intense situations, since you can die at any moment. Sure a Dragon's Breath hurts! But if you fall out of a 30ft window as a wizard, you might die! So interesting campaigns can take place at this level, too, depending on the adventure's mood/tone!)

#4

Aldente

Sep 15, 2014 13:25:00

Einlanzer wrote:
#5

Einlanzer

Sep 16, 2014 12:14:35

Aldente wrote:
#6

strider13x

Sep 16, 2014 17:11:55

HP are reasons to tell a story. Scaling isn't an issue because the higher level characters have a greater story to tell. 1st level is tough, so as DM rather than change the rules change the story! HP can be cuts and bruises, but it can be so much more! Or create scenes that give XP without loss of HP. Open your definition of HP loss and discover what stories can be told!

#7

ren1999

Sep 16, 2014 18:28:42

I used to have a problem with all this but then I figured out some things based on what people said on the forum.

 

Many characters are likely to drop to 0, especially during low level adventures.

 

If the character is below 0 but its damage has not exceeded a negative number equal to its maximum hit points, there are many choices.

 

An ally can cast a healing spell on the character with 0 hit points and the character will go back to positive hit points, the character does not need to roll a death save or can stop rolling death saves if the ally gets to the dying character within a number of rounds before the dying character has 3 save failures.

 

An ally can use the Wisdom(Medicine) skill. 1d20+Medicine skill bonus Versus DC 10. If the rolled number equals or exceeds 10, the character is stable and does not need to roll a death save or can stop rolling death saves.

 

An ally with a Medicine Kit, doesn't even need to roll. The character is stable. No death save rolls anymore.

 

The people that explained this to me thought this was easy to understand though I am a veteran player. Explain this to every player in your game.

 

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