| Post/Author/DateTime | Post |
|---|---|
| #1rampantDec 02, 2014 12:44:27 | Ok I dislike the 3e style HP curve and was looking to tweak things a bit. So does anyone see any complications if I make the following changes?
1st level HP: As class but instead of adding constiution Modifier you add your con score at level 1. 2+ level: Class HP only, con mod does not apply, although if your con score increases so does your HP. HD: Whenever you spend an HD to recover HP you add your level to the number of HP recovered. |
| #2LawolfDec 02, 2014 13:15:47 |
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| #3rampantDec 02, 2014 13:32:32 | I kind of wanna Keep HD because I see potential for them as a universal character resource. |
| #4LawolfDec 02, 2014 13:41:08 |
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| #5rampantDec 02, 2014 13:50:28 | The double con mod maybe, what about bonus HD per day equal to con mod? |
| #6FFSAADec 02, 2014 14:13:56 | Seems workable. Looks like you get about +12 HP at level 1, +0 at level 7 and -26 at 20 for a typical character.
I think at the two extremes there will be some problems, level 1 characters that may be too surviveable and level 20s that may be a bit fragile. Also there are some monsters in the low teens that hit hard enough that the missing HPs might be noticeable in particular fights. |
| #7rampantDec 02, 2014 15:06:21 | That's about what I expected, and part of why I wanted to up the recovery from HD. |
| #8LawolfDec 02, 2014 15:31:17 |
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| #9rampantDec 03, 2014 9:21:23 | Well assuming a 16 con equals three extra surges so that's 9 + 33 + 3d10 (16.5) = 42 + 3d10 (16.5) = (58.5) on average at level 1, and that's about 85 or so at level 20 so I think that works. |
| #10SailingPirateRyanDec 03, 2014 9:53:31 | An option I suggested during the playtest was to let characters roll a number of extra hit dice equal to their Con mod and keep the best (if positive) or worst (if negative) result. This would be on top of a base HP total equal to their Con score. For example, a 16 Con barbarian would roll 4d12 and keep the best, rather than 1d12+3. |