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Switch to Forum Live View Mathmatical Musings: On Con HP and HD
4 months ago  ::  Jan 24, 2013 - 4:04PM #41
pauln6
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Date Joined: Jan 21, 2004
Posts: 2,287
Then you are comparing apples and oranges since we are indeed comparing the current system to a hypothetical system which we feel would be an improvement.  You are also saying that 9hp is fighter level hp in a system where a fighter would have 18hp compared to a system where a wizard would have 9hp when a fighter would have 13hp.  Your wizard is much closer to fighter hp than mine.

Actually, that's not true since my wizard would have 12hp and the fighter with equivalent Con weould have 18hp.  However, the fighter will not only have AC16-17 s/he will also have parry to reduce damage plus better healing with higher hit dice.  A wizard with 9hp (or 12hp) is plenty fragile in either version, hypothetical or not.
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4 months ago  ::  Jan 24, 2013 - 4:08PM #42
Karnos
Date Joined: Apr 7, 2003
Posts: 315

Jan 24, 2013 -- 3:53PM, Lawolf wrote:


Umm...any humanoid with a 2h weapon.  You basically just said PCs can never fight humanoids who might use 2h weapons (like orcs, barbarian invaders, militia soldiers, etc) until the party reaches level 3+.

Also, the numbers in the bestiary right now are bunk. I'm not basing my math on them at all, but on what they should be.

Ideally light weapons would do d6, 1-handed d8, and 2 handed d10. Simple weapons would be reduced 1 step. Most monsters would tend to have between a 10-16 in their attack stat for +1 to +3 bonus damage on top of their weapon bonus.

This gives us somethign along these lines.
Level 0 monster such as a dire rat, a goblin or kobold. 1d6+0 to 1d6+2 damage.
Level 1 monster such as a human soldier or Orc. 1d8+1 to 1d10+2 damage.
   


Now you will probably argue that I am just inflating HP and Damage, but you would be wrong. I didn't touch the top end damage of a level 1 monster (like an Orc with a greataxe). In fact I reduced it because I reduced 2h weapon damage to d10. Also, that argument would show a complete lack of understanding of basic math. All my method is doing is allowing DMs to create more organic challenges for level 1 PCs (such as humanoid enemies with two handed weapons). My method also allows for much cleaner scaling of monsters and HP growth overall.




No, you aren't just inflating HP and damage.  You are inflating HP and damage, and also making Con a much weaker stat than it already is, even though you admit yourself you would rather take other stats over Con.

>(like an Orc with a greataxe)

Doesn't exist.  Despite what you might think, monsters are balanced based around the level on PC expected to face them.  You want realism?  Give the orcs 20 strength, a martial damage die, and have them carry throwing spears as well as greatswords.  A couple of them can kill even your inflated HP characters in a round.   D&D is a game first, not a reality simulation.  Sure, an Orc can hypothetically use a greataxe, just as a level 1 NPC mage could cast sleep, but the weapons and spells a player has access to at level 1 are not very fun to play against at that level.  Damage values are set to make combat fast, but if you give the monsters the same high damage weapons that the players use it just becomes a game of russian roulet where the first solid hit is a kill.

In D&D, a 14 str orc with a great axe isn't balanced to be a level 1 monster.

Now, in your game with fighters starting out with 25 hp, sure a 1d10+2 damage monster is okay.  The problem is you just made all the existing level 1 monsters irrelevant, 1d6 damage is a joke with PCs running around with 20+ hp.  So you manually tweak every little monsters and basically turn them all into level 2 monsters to compete with the PCs, who coincidentally have HP similiar to level 2 PCs... hmm.  I have to wonder, maybe you would just be better off starting your game at level 2, and leaving the system alone.  You can play with your greataxe weilding monsters and it's unlikly that anyone would get one shot, and you can have your more heroic game, all without messing up a working system.

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4 months ago  ::  Jan 24, 2013 - 4:12PM #43
pauln6
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Date Joined: Jan 21, 2004
Posts: 2,287

Jan 24, 2013 -- 4:08PM, Karnos wrote:

  Now, in your game with fighters starting out with 25 hp, sure a 1d10+2 damage monster is okay.  The problem is you just made all the existing level 1 monsters irrelevant, 1d6 damage is a joke with PCs running around with 20+ hp.  So you manually tweak every little monsters and basically turn them all into level 2 monsters to compete with the PCs, who coincidentally have HP similiar to level 2 PCs... hmm.  I have to wonder, maybe you would just be better off starting your game at level 2, and leaving the system alone.  You can play with your greataxe weilding monsters and it's unlikly that anyone would get one shot, and you can have your more heroic game, all without messing up a working system.




This isn't quite true.  What it does is open up options for more mixed encounters.  Sure a single kobold is no challenge but why would you want it to be?  Kobolds are damgerous in groups.  With more hp you can tailor your encounters to be more varied and interesting.  If you want a tough orc with a huge axe you can use them in the knowledge that your pcs can handle him.  If you want a quick and simple easy to kill guard, you can use youre low damage level 1 monster.  Options are good.

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4 months ago  ::  Jan 24, 2013 - 4:17PM #44
Karnos
Date Joined: Apr 7, 2003
Posts: 315

Jan 24, 2013 -- 4:12PM, pauln6 wrote:



This isn't quite true.  What it does is open up options for more mixed encounters.  Sure a single kobold is no challenge but why would you want it to be?  Kobolds are damgerous in groups.  With more hp you can tailor your encounters to be more varied and interesting.  If you want a tough orc with a huge axe you can use them in the knowledge that your pcs can handle him.  If you want a quick and simple easy to kill guard, you can use youre low damage level 1 monster.  Options are good.




What do you mean not true?  What you describe works perfectly with a group of level 2 PCs.  Or it could hypothetically work with a group of level 1 PCs with massive bonus HP equal to Con score, but using level 2 PCs requires NO changes to the existing game, while using the level 1 hp=Con+roll system requires gutting the existing system and who knows what the results and backlash would be.

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4 months ago  ::  Jan 24, 2013 - 4:28PM #45
Karnos
Date Joined: Apr 7, 2003
Posts: 315

Jan 24, 2013 -- 3:47PM, Karnos wrote:



Wizard base hp is 6 before con, plus 4 per level. 82 hp at level 20 with 10 con, or 62 hp with 8 con.  But lets be honest here.  Wizards have basically zero incentive to raise Cha, Str, or Wis.  Using standard array, 3rd score is a 13.  After racial mods and level stat bonuses, I can't understand how a Wizard could reach level 20 with less than 16 Con, rasing the hp to a much more realistic 142.  Now I would also like to stress that perosnally, in my experience Con is such a nice stat for Wiozards that they will take it over Dex in most cases, but I am doing the numbers here based on your opinion that a Wizard (hurting for hp already) would willingly take a lower Con in order to increase Dex a little higher.  

Fighter base hp is 10, plus 6 per level. 124 with 10 con, 224 with 20 con.  Even with toughness AND the dwarf hp racial bonus, the Fighter tops out at 264 hp.  Note that using standard arry, even using Con as second highest score, reaching a Con of 20 is impossible.  You can only get your primary stat up to 20, so realistic hp is 244.  And that is still assuming the Fighter went Hill dwarf and took toughness to maximize HP.

Given these actual realistic hp values, the fighter with Con as secondary stat has 244 hp to the Wizards 142 (w/ Con as 3rd highest stat).   Your hypothetical 35 damage attacking monster takes the Wizard down in 5 attacks, and the Fighter in 7.    Now, IMO 35 damage is nothing at level 20, so lets boost it up to 50.  The Wizard now falls in 3 hits, and the fighter in 5.  

This is PERFECTLY IN LINE with your "optimal" HP ratio, and this is how the game already works.  




Quoting myself, because I noticed something else while working out the math.

As above, in the current system using rules as written, the hp stacking toughness hill dwarf Fighter has 244 hp and the Wizard taking Con as third stat has 142 hp.

The ratio is 244/142,  you could say the fighter has a 71% hp advantage.

Now, the OP-

Jan 23, 2013 -- 11:54AM, Lawolf wrote:


So, how do we do this? Remove the Con bonus from rolled HP. A fighter gains a flat d10, a rogue or cleric d8, a wizard d6. For those who do not like to roll they can take the average rounded up (fighter 6, cleric/rogue 5, wizard 4). 

At level 1, PCs add their entire Con score to HP (+ their class HD - either rolled or average rounded up). For example: a level 1 fighter with a 16 Con will have 22 HP while a level 1 wizard with an 11 Con will have 15 HP. 




So, taking averages.

20 Con hill dwarf Fighter w/ toughness has 20 hp +8X20= 180hp
16 Con Wizard has 16 hp +4X20= 96 hp

180/96 ratio, 87% hp advantage for the fighter.

D&D Next Fighter, 244/142, the fighter has a 71% hp advantage.

OP's new "fixed" Con/hp sytem, 180/96, the fighter has a 87% hp advantage.

Let that sink in.  The OP is complaining that the existing hp ratio is too far apart when you compare an hp stacking Fighter to a Wizard with a lower Con, but his proposed system actually makes the hp difference ratio EVEN BIGGER.

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4 months ago  ::  Jan 24, 2013 - 4:32PM #46
pauln6
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Date Joined: Jan 21, 2004
Posts: 2,287

Jan 24, 2013 -- 4:17PM, Karnos wrote:

Jan 24, 2013 -- 4:12PM, pauln6 wrote:



This isn't quite true.  What it does is open up options for more mixed encounters.  Sure a single kobold is no challenge but why would you want it to be?  Kobolds are damgerous in groups.  With more hp you can tailor your encounters to be more varied and interesting.  If you want a tough orc with a huge axe you can use them in the knowledge that your pcs can handle him.  If you want a quick and simple easy to kill guard, you can use youre low damage level 1 monster.  Options are good.




What do you mean not true?  What you describe works perfectly with a group of level 2 PCs.  Or it could hypothetically work with a group of level 1 PCs with massive bonus HP equal to Con score, but using level 2 PCs requires NO changes to the existing game, while using the level 1 hp=Con+roll system requires gutting the existing system and who knows what the results and backlash would be.




Well, in the first playtest wit the higher hp my group went into the Caves of Chaos and were chased off by goblins with bows.  They were hit multiple times and would have died with the subsequent playtest rules.  Before setting off the alarm, they fought a few guards and defeated them fairly easily.  It was one of the most fun level 1 sessions I've DMd.  Being hamstrung by low hp was always one of the weaknesses of the early editions and it was mitigated by levelling up to level 2 after only a handful of encounters.  Even then you didn't get good until levels 3-5.  I see nothing wrong with front-loading hit points to expand options at level 1.

And I don't want to start a game with level 2 or 3 Pcs.  I like starting with limited spells, limited items, and limited abilities.  All I want is a few extra hit points.  It really really won't break the game.  It just extends that level 1 workday from 5 minutes to 10 minutes and means you can level up after more encounters because your characters are more fun to play while they are conscious.

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4 months ago  ::  Jan 24, 2013 - 4:38PM #47
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,675

Jan 24, 2013 -- 3:57PM, Karnos wrote:

 
Lets try to tone down the exageration, a difference of 2 or 3 points of AC isn't huge. 



Armor class is swingy as its impact varies a lot. 
Lets for example call the armore class advantage three points.. assuming enemy hits the lesser armored character 30 percent of the time then the higher armor class character 15.. thats analogous to having 2x the hit points... where as if the enemy hits the one 60 percent of the time and the other 45 percent of the time... thats still like having 1.333 x the hit points.

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4 months ago  ::  Jan 24, 2013 - 4:51PM #48
pauln6
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Date Joined: Jan 21, 2004
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Jan 24, 2013 -- 4:28PM, Karnos wrote:

  So, taking averages.

20 Con hill dwarf Fighter w/ toughness has 20 hp +8X20= 180hp
16 Con Wizard has 16 hp +4X20= 96 hp

180/96 ratio, 87% hp advantage for the fighter.

D&D Next Fighter, 244/142, the fighter has a 71% hp advantage.

OP's new "fixed" Con/hp sytem, 180/96, the fighter has a 87% hp advantage.

Let that sink in.  The OP is complaining that the existing hp ratio is too far apart when you compare an hp stacking Fighter to a Wizard with a lower Con, but his proposed system actually makes the hp difference ratio EVEN BIGGER.




That's quite interesting - although I think it's just caused by dropping wizards back to d4 isn't it? 

How does it work out taking a wizard with 8 Con and a dwarf fighter with 20 Con?

62/244 - 75%
46/180 - 75%

Very interesting...

Although presumably on a points buy your level 1 dwarf won't have 20Con, it is doable if you roll.  You know, the more I look the more Ithink that 1e hit points were more finely balanced than I gave them credit for!

Of course it may be that the difference betwee two members of the same class could be more of an issue:

62/142 56%
46/96 52%

Also interesting.  There's not a lot in it either way until you get to the upper end.  Doesn't change my views about Con hp at level 1, and I still prefer lower hp at higher levels, but makes me think that adding Con to hp as you level up in any system might monkey withthe maths too much.  So this might mean that leaving Con out of hp altogether might be a good idea.  Or restricting bonuses to half Con.


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4 months ago  ::  Jan 24, 2013 - 4:57PM #49
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,498
So what is wrong with the current HD and Con, because I don't see it?

To me, it's fine the way it is. I'm planning on making a Con focus character in the furture so I can tank a lot. 
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4 months ago  ::  Jan 24, 2013 - 5:13PM #50
Lawolf
Date Joined: May 4, 2008
Posts: 4,222
Here is the real issue with Con mod to HP per level - the game should not fall apart at the edges.

We can have a PC (elf wizard or rogue) with 10 con and a d6 HD who by level 20 has about 72.5 HP on average. If they have a 12 Con they have 92.5 HP on average. If they have 14 Con and toughness, 132.5.

At the same table we can have a hill dwarf fighter with 20 Con who by level 20 has about 300 HP (better of 2d12 HD for 9 average, +5 Con, +1 toughness = 15 per level average).

These may seem like edge cases but they will be more common than you think. I mean the stereotypical elf wizard is frail with high dex and the stereotypical dwarf is high str and con.

Monster math of the game just cannot support this variance where PC 1 has 72 HP, PC 2 has 92 HP, PC 3 has 132 HP, and PC 4 has 300. With my suggestion monster damage can scale at a clean +1.75 average damage per level (or about 1d6 every other level). With Con mod to HP per level, monster damage must scale at about 2x that rate and also leads to the very likely possibility of "poorly made" PCs outright dying to anything that remotely resembles a challenge to "well made" PCs.

Removing Con mod from HP per level gives us the HP variance without breaking the game. At level 20 at 4HP (or d6) per level + Con score the wizard will have around 90 HP and at 6HP (or d10) per level + Con score the fighter has 135 HP. The fighter has 50% more HP than the wizard, not 300% more. Note: I would change toughness and the dwarven racial feature to grant +1 stamina instead of more HP.

Now the Con Score to HP at level 1 is a whole other HP issue that has more to do with making PCs harder to 1 shot than with HP scaling. It has the added benefit of allowing for more diverse enemies at level 1 though. Your PCs won't have to worry about being 1 shot by a level 1 human barbarian with a greataxe for example (although they will still rightly fear such a warrior). DMs will not have to worry about why every human bandit the PCs come across only uses a shortsword and has a 10 strength.

Also remember that due to geometric scaling, being able to sustain a few attacks is a good thing.  Lets say you have a 4v4 fight where each round your party can drop 1 enemy:

Round 1 - party takes 4 attacks
Round 2 - party takes 3 more attacks (7 total)
Round 3 - party takes 2 more attacks (9 total)
Round 4 - party takes 1 more attack (10 total)

So if we assume monsters hit 50% of the time and the fighter can only take 4 hits before dropping, the fighter is likely going down on round 3 if ganged up upon and almost assuredly dead by round 4. Just because PCs can't be 1-shot doesn't mean that fights aren't deadly.

Lastly, remember my suggestion for Stamina (instead of HD healing):

You have 3 + Con mod maximum stamina points. During a short rest you can spend stamina to recover 25% of your max HP. Once per encounter you can spend a point of stamina on one of 3 effects:

Action Surge - Take an extra action
Heroic Effort - Reroll any d20 roll
Second Wind - Spend an action and recover 25% of your maximum HP

You can take an hour long rest to gain all the benefits of a short rest, and regain 1 point of stamina. An extended rest recovers all lost stamina. 

Stamina will be useful for any class and make constitution a useful attribute even if constitution no longer affects HP per level.
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