Post by Mr Darke on Feb 6, 2015 16:33:10 GMT -5
Jumping off of my house rules thread I thought I would post the HP system I am toying with in my game. It is a modification of the Arduin system and exists to solve two problems. The problems I am addressing are: 1) The inflation of Hit Points over a long game and 2) With a fluctuating group making it to where lower level PC's can adventure with higher level ones.
The system is as follows:
Starting HP
Starting HP is based on race not class. This serves as a good balancing factor between humans and demi-humans and factors in size, toughness and ability to take damage. It also replaces some CON adjustments to race (if used).
Starting HP are as follows:
Dwarf 20
Elf 14
Halfling 11
Human 15
HP by Class
Each class gets a bonus to HP at Level 1 only. The bonuses are:
Fighter (And Sub-Classes) +5
Cleric/Thief (And Sub-Classes) +3
Wizard (And Sub-Classes) +1
CON Modifiers
Constitution modifiers are by the book. For this I am using the Classic D&D/BFRPG modifiers but you can use any system. Constitution modifiers are:
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3
Advancement
HP advancement for classes do not follow the HD progression of the book. Instead use the following:
Fighter (And Sub-Classes) +1 HP +Con Mod/ Level
Cleric +1 HP +Con Mod/ 2 Levels
Wizard (And Sub-Classes) +1 HP +Con Mod/ 3 Levels
Thief (And Sub-Classes) +1 HP +Con Bonus/ 2 Levels
*The modifers to CON may not be used if you find the PCs are too powerful.
The advantage is survivability at lower levels with HP being more evenly spread between levels. As well a higher level PC can adventure with a lower level on and the damage that can be taken is fairly even. However, higher level PCs will still retain better attacks, saves, magic power and better items. As well, Humans will still get a fair amount of HP while only being outshown by the tougher dwarf.
Looking at the numbers you can see how this works. The following are classic race and class combinations with an assumed Con score of 13-15 and are 5th level:
Dwarf Fighter: 20+5+2+8= 35 HP
Elf Wizard: 14+1+2+2= 19 HP
Halfling Thief: 11+3+2+2= 17 HP
Human Cleric: 15+3+1+4= 23HP
As you can see, Fighters retain higher HP and the Thief and Wizard are close. The Cleric is second highest with the back line classes having lower HP. Class HD and the average are given in parenthesis which are used for this example. Classes are also assumed to have a full HD and bonus at level 1: Compared to the by the book system using Classic D&D/BFRPG the same class and race combinations are as follows:
Dwarf Fighter (D8,5): 9+24=31 HP
Elf Wizard(D4,3): 5+16=21 HP
Halfling Thief(D4,3): 5+16=21 HP
Human Cleric(D6, 4): 7+20=27 HP
Again you have the same breakdown in HP where the front and mid line classes are better and the back line classes have less. However, note that the fighter, wizard and thief have less in the above system. The HP are more evenly spread between classes but survivability at low levels is much less.
In the long run the Arduin system also keeps the challenge against monsters at higher levels. The players will not be walking all over the enemies and they will have to make choices as to what they fight. Just like at lower at mid levels. This spreads the sweet spot of the game and keeps it playable at higher levels.
For a final comparison here is the system I have been using and the breakdown:
Current System
For this system starting HP is Con+bonus and you gain HD after level 1. For this characters are assumed to have a 14 Con Score and are level 5:
Dwarf Fighter (D8,5): 13+1+24= 38 HP
Elf Wizard(D4,3): 13+1+16= 30 HP
Halfling Thief(D4,3): 13+1+16= 30 HP
Human Cleric(D6, 4): 13+1+20= 34 HP
The problem with getting a good calculation here is that starting HP will range from 3-18 with modifiers adjusting the HP to the range of starting HP to 1-21. I calculated the HP on an above average roll. If you were to go with the average range (9-12, no mod) then you could drop anywhere from 2-4 hp (before penalties) off beginning HP and another 4 off for levels. Making the totals, in the same order above (assuming 10 CON): 30, 22,22,26. In this case the alternate system has better survivability and it keeps HP reasonable at higher levels.
Thoughts?
The system is as follows:
Starting HP
Starting HP is based on race not class. This serves as a good balancing factor between humans and demi-humans and factors in size, toughness and ability to take damage. It also replaces some CON adjustments to race (if used).
Starting HP are as follows:
Dwarf 20
Elf 14
Halfling 11
Human 15
HP by Class
Each class gets a bonus to HP at Level 1 only. The bonuses are:
Fighter (And Sub-Classes) +5
Cleric/Thief (And Sub-Classes) +3
Wizard (And Sub-Classes) +1
CON Modifiers
Constitution modifiers are by the book. For this I am using the Classic D&D/BFRPG modifiers but you can use any system. Constitution modifiers are:
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3
Advancement
HP advancement for classes do not follow the HD progression of the book. Instead use the following:
Fighter (And Sub-Classes) +1 HP +Con Mod/ Level
Cleric +1 HP +Con Mod/ 2 Levels
Wizard (And Sub-Classes) +1 HP +Con Mod/ 3 Levels
Thief (And Sub-Classes) +1 HP +Con Bonus/ 2 Levels
*The modifers to CON may not be used if you find the PCs are too powerful.
The advantage is survivability at lower levels with HP being more evenly spread between levels. As well a higher level PC can adventure with a lower level on and the damage that can be taken is fairly even. However, higher level PCs will still retain better attacks, saves, magic power and better items. As well, Humans will still get a fair amount of HP while only being outshown by the tougher dwarf.
Looking at the numbers you can see how this works. The following are classic race and class combinations with an assumed Con score of 13-15 and are 5th level:
Dwarf Fighter: 20+5+2+8= 35 HP
Elf Wizard: 14+1+2+2= 19 HP
Halfling Thief: 11+3+2+2= 17 HP
Human Cleric: 15+3+1+4= 23HP
As you can see, Fighters retain higher HP and the Thief and Wizard are close. The Cleric is second highest with the back line classes having lower HP. Class HD and the average are given in parenthesis which are used for this example. Classes are also assumed to have a full HD and bonus at level 1: Compared to the by the book system using Classic D&D/BFRPG the same class and race combinations are as follows:
Dwarf Fighter (D8,5): 9+24=31 HP
Elf Wizard(D4,3): 5+16=21 HP
Halfling Thief(D4,3): 5+16=21 HP
Human Cleric(D6, 4): 7+20=27 HP
Again you have the same breakdown in HP where the front and mid line classes are better and the back line classes have less. However, note that the fighter, wizard and thief have less in the above system. The HP are more evenly spread between classes but survivability at low levels is much less.
In the long run the Arduin system also keeps the challenge against monsters at higher levels. The players will not be walking all over the enemies and they will have to make choices as to what they fight. Just like at lower at mid levels. This spreads the sweet spot of the game and keeps it playable at higher levels.
For a final comparison here is the system I have been using and the breakdown:
Current System
For this system starting HP is Con+bonus and you gain HD after level 1. For this characters are assumed to have a 14 Con Score and are level 5:
Dwarf Fighter (D8,5): 13+1+24= 38 HP
Elf Wizard(D4,3): 13+1+16= 30 HP
Halfling Thief(D4,3): 13+1+16= 30 HP
Human Cleric(D6, 4): 13+1+20= 34 HP
The problem with getting a good calculation here is that starting HP will range from 3-18 with modifiers adjusting the HP to the range of starting HP to 1-21. I calculated the HP on an above average roll. If you were to go with the average range (9-12, no mod) then you could drop anywhere from 2-4 hp (before penalties) off beginning HP and another 4 off for levels. Making the totals, in the same order above (assuming 10 CON): 30, 22,22,26. In this case the alternate system has better survivability and it keeps HP reasonable at higher levels.
Thoughts?