HP, Healing, and HD house rules

Post/Author/DateTimePost
#1

rampant

Dec 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.

#2

Lawolf

Dec 02, 2014 13:15:47

rampant wrote:
#3

rampant

Dec 02, 2014 13:32:32

I kind of wanna Keep HD because I see potential for them as a universal character resource.

#4

Lawolf

Dec 02, 2014 13:41:08

rampant wrote:
#5

rampant

Dec 02, 2014 13:50:28

The double con mod maybe, what about bonus HD per day equal to con mod?

#6

FFSAA

Dec 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.

#7

rampant

Dec 02, 2014 15:06:21

That's about what I expected, and part of why I wanted to up the recovery from HD. 

#8

Lawolf

Dec 02, 2014 15:31:17

rampant wrote:
#9

rampant

Dec 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.

#10

SailingPirateRyan

Dec 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.