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Switch to Forum Live View Con Mod allows Hit Die rerolls when you level
8 months ago  ::  Oct 04, 2012 - 12:58PM #1
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372
Many people have pointed out (mostly CarlT) that adding your Con Mod to Max HP each time you level creates a very large disparity in HP between party members and can lead to some serious issues.

If we remove this Con Mod bonus to HP each level, we still need a way for Con to contribute to HP as you level. Some have suggested that your Con Mod becomes your minumum roll for your Hit Die, but increase the minimum roll from 1 to 2 doesn't sound very good when you roll a d10 and are expecting an average of 5.5. Also having a Con Mod of 1 is meaningless.

Disclaimer: This can be a module, not trying to force anything on anyone.

My idea is that when you level, you HAVE to roll for HP. And you can reroll the Hit Die a number of times equal to your Con Mod, but you have to use the reroll or reroll again if you can. That way a Con Mod of 1 is still useful since you can reroll your Hit Die if you roll poorly.

So when the Fighter with a +2 Con Mod rolls a 2 for HP he can roll again and when he gets a 5 he can either roll again or keep the 5.

*note* this could also be applied to healing with Hit Die instead of adding Con Mod. 
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8 months ago  ::  Oct 04, 2012 - 1:06PM #2
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,833
my sugestion would be the folowing keep the con modifyer on the healing dice.

but i don't like the idea of having to pick the re roll when you roll for hp.
if you want to do somthing like this my sugestion would be the folowing.
 
when you gain a level roll a number of apropriate dice equal to your con modifyer and pick the highest. 
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8 months ago  ::  Oct 04, 2012 - 1:07PM #3
Mand12
Date Joined: Jun 17, 2010
Posts: 17,016
What about the people who don't roll for HP?
D&D Next = D&D:  Quantum Edition
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8 months ago  ::  Oct 04, 2012 - 1:10PM #4
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,833
that do add con modifyer but upto the maximum of theit hit dice.
un fortuanatly this makes a con above 12 not very usefull for a mage for example as he could only add 1 point of con modifyer, turning his 3 into 4. 
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8 months ago  ::  Oct 04, 2012 - 1:14PM #5
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 4, 2012 -- 1:07PM, Mand12 wrote:

What about the people who don't roll for HP?




I said that this method would require rolling HP and as such I suggested it as a Module.

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8 months ago  ::  Oct 04, 2012 - 1:16PM #6
Saelorn
Date Joined: May 27, 2012
Posts: 2,952

Oct 4, 2012 -- 1:06PM, edwin_su wrote:

my sugestion would be the folowing keep the con modifyer on the healing dice.
 
when you gain a level roll a number of apropriate dice equal to your con modifyer and pick the highest. 


That's really solid.  Both of those are great ideas, although the latter still means that a Con 13 is functionally equivalent to Con 3 for the purposes of HP.

I still like tying Con mod into hit dice for healing, since your hit dice are functionally an additional amount of HP you have per day but which don't interfere with your endurance within a single encounter - you only lose out on benefits/penalties if you have one encounter in a day or otherwise no chance to recover.

The metagame is not the game.
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8 months ago  ::  Oct 04, 2012 - 1:18PM #7
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 4, 2012 -- 1:06PM, edwin_su wrote:

my sugestion would be the folowing keep the con modifyer on the healing dice.

but i don't like the idea of having to pick the re roll when you roll for hp.
if you want to do somthing like this my sugestion would be the folowing.
 
when you gain a level roll a number of apropriate dice equal to your con modifyer and pick the highest. 




You would have to make it 'Roll a number of dice equal to con modifier plus one' otherwise a +1 Con Mod is still worthless. Also make it so the minimum is 1 that way 8 Constituion characters still gain HP.

Even with those fixes I don't like the 'Roll a bunch of die and take the highest' approach. I have done some math and this method is more effective for larger Hit Dice so it basically causes the problem we were trying to prevent. I 14 Con Fighter would get a bigger bonus than 14 Con Wizard. This is still true if the have to take the rerolls, but to a much less extent.

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8 months ago  ::  Oct 04, 2012 - 1:25PM #8
Mand12
Date Joined: Jun 17, 2010
Posts: 17,016

Oct 4, 2012 -- 1:14PM, Xerxes13 wrote:

Oct 4, 2012 -- 1:07PM, Mand12 wrote:

What about the people who don't roll for HP?




I said that this method would require rolling HP and as such I suggested it as a Module.



Sorry, can't be done, not in this case.  Your module directly changes some of the core system math, that is the expected HP that PCs of various classes will have.

The idea behind modules that swap out mechanics like this is that each module is roughly equivalent.  This one can't be, because you're only affecting rolled HP.

Furthermore, it's now much more complicated to describe rolled HP vs fixed HP.  Right now, people can do rolled HP and fixed HP at the same table, and have similar results.  Your way would make that impossible, and that's a negative in this system.

D&D Next = D&D:  Quantum Edition
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8 months ago  ::  Oct 04, 2012 - 1:29PM #9
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 4, 2012 -- 1:25PM, Mand12 wrote:

Oct 4, 2012 -- 1:14PM, Xerxes13 wrote:

Oct 4, 2012 -- 1:07PM, Mand12 wrote:

What about the people who don't roll for HP?




I said that this method would require rolling HP and as such I suggested it as a Module.



Sorry, can't be done, not in this case.  Your module directly changes some of the core system math, that is the expected HP that PCs of various classes will have.

The idea behind modules that swap out mechanics like this is that each module is roughly equivalent.  This one can't be, because you're only affecting rolled HP.

Furthermore, it's now much more complicated to describe rolled HP vs fixed HP.  Right now, people can do rolled HP and fixed HP at the same table, and have similar results.  Your way would make that impossible, and that's a negative in this system.




Understandable, but it is an attempt to fix the problem that adding Con Mod each level creates while still making Con important for HP at every level. I haven't seen any other systems that fix this problem.

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8 months ago  ::  Oct 04, 2012 - 1:32PM #10
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,833

Oct 4, 2012 -- 1:25PM, Mand12 wrote:

Oct 4, 2012 -- 1:14PM, Xerxes13 wrote:

Oct 4, 2012 -- 1:07PM, Mand12 wrote:

What about the people who don't roll for HP?




I said that this method would require rolling HP and as such I suggested it as a Module.



Sorry, can't be done, not in this case.  Your module directly changes some of the core system math, that is the expected HP that PCs of various classes will have.

The idea behind modules that swap out mechanics like this is that each module is roughly equivalent.  This one can't be, because you're only affecting rolled HP.

Furthermore, it's now much more complicated to describe rolled HP vs fixed HP.  Right now, people can do rolled HP and fixed HP at the same table, and have similar results.  Your way would make that impossible, and that's a negative in this system.




what did you think about my sugestions for those that do not roll ?


they do add con modifyer but upto the maximum of theit hit dice.

un fortuanatly this makes a con above 12 not very usefull for a mage for example as he could only add 1 point of con modifyer, turning his 3 into 4.  

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