| Shain Edge |
I was looking through the rules and checking around and found a slight disappointment.
It doesn't look like any of the optional bonus hit point beyond the initial class HP doesn't seem to be around any more.
I like the idea of first level characters being a bit more survivable then one chop away from death, without having to resort to increasing their starting level.
Any idea if I'm missing the optional rules, or if there will be rules put in a supplement?
| PathfinderEspañol |
I was looking through the rules and checking around and found a slight disappointment.
It doesn't look like any of the optional bonus hit point beyond the initial class HP doesn't seem to be around any more.
I like the idea of first level characters being a bit more survivable then one chop away from death, without having to resort to increasing their starting level.
Any idea if I'm missing the optional rules, or if there will be rules put in a supplement?
I don't have the beta, however the PCs can use the Toughness feat, and I don't know if they can get 1 extra hit point or skill point at 1st level.
You don't die at -10 hps, instead you die at -Constitution Score, which helps at low levels when damage from single blows isn't that high.| Shain Edge |
Here is the text in the Beta-
Designer Notes: Starting Hit Points
We’ve had a great deal of debate about starting hit points, and have yet to come to a satisfying conclusion. Here are the options that we have floating around. Each one has its pros and cons, but the goal here is the same: to make 1st-level characters a bit more durable. Please try them out and let us know which ones work for you.
Standard: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses.
Double: Double your maximum hit points for 1st level plus your Constitution modifier and any other bonuses.
Racial: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition, you get a number of bonus hit points based on your race. The frail races (elf, gnome, and halfling) receive 4 hit points. The standard races (half-elf and human) receive 6 hit points. The hardy races (dwarf and half-orc) receive 8 hit points.
Flat: Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition, each character receives a flat number of bonus hit points, regardless of race or class. Our recommendation is 6 hit points.
Constitution: Maximum hit points for 1st level plus your Constitution score and any other bonuses.
| Shain Edge |
I'm looking at the Double Hitpoints with some modification.
The 'Extra' hitpoints are more or less phantom HP. They can not be affected by any sorts of cure spells. On the other hand, they recover automatically between fights, assuming that the characters have some time to rest after the fight.
This lets the party be a bit more survivable, especially if they don't have access to a heal pet (cleric).
| Shain Edge |
The optional HP rules went away, but new dying at stabilizing rules are in. Net effect is pretty much the same.
I don't really consider 'stabilizing' as being more survivable. The majority of your 1st level Characters are still a single cut away from being out of combat.
| Neil Mansell |
I was looking through the rules and checking around and found a slight disappointment.
It doesn't look like any of the optional bonus hit point beyond the initial class HP doesn't seem to be around any more.
I like the idea of first level characters being a bit more survivable then one chop away from death, without having to resort to increasing their starting level.
Any idea if I'm missing the optional rules, or if there will be rules put in a supplement?
Don't forget that characters now get either an extra hp (or extra skill point) when they take a level in their favoured class, which is typically the class they start the game at. That helps a little.
MisterSlanky
|
I use the racial hp in my campaign. It allows me to have 0 level npc's and pretty much remove the commoner class in many situations. It also gives characters a fair bonus to hp starting out.
Recoverable hp sounds like a cool idea, but then we might as well use wound points and vitality.
I liked racial hit points, but I'm now considering bringing them back for this reason pretty much alone. I think PF characters are already more survivable at level 1 than their 3.5 compatriots, but in my home game just a hair more to help them out might be nice.
Krome
|
The extra HP doesn't kick in until 2nd level, which doesn't help 1st level PCs at all. And the -CON is great if you are a Fighter, but a Sorcerer with 8 CON is more likely to die than before.
The only thing really aiding squishies is the Hit Die advanced from d4 to d6, giving them 2 extra HP at 1st level... still one chop away from oblivion.
The Cleric had better have taken Selective Channeling for his Healing Burst, as well. THAT is mighty handy. NOT so handy when the Cleric does NOT take it. Nothing sucks more than your Cleric healing the Bad Guy back to full just so he can beat you down again.
Personally, for a home game, I would keep the extra HP rules you liked and use them. If it is for Society, well, there is always the pleasure of new characters :)
For what it is worth, there are a lot of optional rules or changes missing from Beta that I really miss.
| Neil Mansell |
The extra HP doesn't kick in until 2nd level, which doesn't help 1st level PCs at all.
Are you referring to the Favoured Class hit point?
EDIT: Page 31: The choice of gaining a hit point or skill rank each time a character gains a level (including his first level) cannot be changed... blah blah [Bold added]I think characters do indeed get that extra hp at 1st level.
And the -CON is great if you are a Fighter, but a Sorcerer with 8 CON is more likely to die than before.
Hmm, it used to be Death = -CON, or -10. Whichever is better. They must have changed it from BETA. Still, I have to say I've never met anyone who was brave enough to try playing a wiz/sor with a CON under 10.
The only thing really aiding squishies is the Hit Die advanced from d4 to d6, giving them 2 extra HP at 1st level... still one chop away from oblivion.
Well, that and the standard max hit points at first level.:) I'd also strongly recommend the Toughness feat for 1st level.
The Cleric had better have taken Selective Channeling for his Healing Burst, as well. THAT is mighty handy. NOT so handy when the Cleric does NOT take it. Nothing sucks more than your Cleric healing the Bad Guy back to full just so he can beat you down again
I find the cleric's positioning (30 ft burst) can help ensure that PC's are more affected than enemies. But yes, Selective Channeling is pretty vital for a dedicated healer.
Personally, for a home game, I would keep the extra HP rules you liked and use them. If it is for Society, well, there is always the pleasure of new characters :)
For what it is worth, there are a lot of optional rules or changes missing from Beta that I really miss.
| PathfinderEspañol |
I'm looking at the Double Hitpoints with some modification.
The 'Extra' hitpoints are more or less phantom HP. They can not be affected by any sorts of cure spells. On the other hand, they recover automatically between fights, assuming that the characters have some time to rest after the fight.
This lets the party be a bit more survivable, especially if they don't have access to a heal pet (cleric).
That's a good house rule if you don't use clerics or you play a low magic setting.
However I would take the "Flat" extra hit points option. Doubling hps at first level gives too much advantages to multi-class characters that take the class with the better HD first (it already happens, but doubling makes it worse). Furthermore doubling hps makes low level wizards and sorcerers very weak, and they already have some problems at level 1.
| Majuba |
The 'Extra' hitpoints are more or less phantom HP. They can not be affected by any sorts of cure spells. On the other hand, they recover automatically between fights, assuming that the characters have some time to rest after the fight.
You might want to check out the Unearthed Arcana "Reserve Points" rules - also in the SRD. Just go to www.d20srd.org and search for reserve points.
Basically they are somewhat the reverse of what you described. You get a "reserve" equal to your normal hp. With a few minutes rest, reserve points restore lost hp. So if you have 10 hp, and are hit for 8, with a rest 8 reserve points will restore you to full hp (with 2 reserve points left).
They are restored in the same manner as hp (curing and rest), once you are at full hp. So you could start a day at full hp and full reserve, or at full hp but no reserve, etc.
It doesn't stop one hit knocks, but lets them get back up afterward.
As for the optional rules from the Beta - you have them, use them :) They were in there as potential changes to the default, and it was decided not to change it - and they didn't have space for them. Might be in the GMG or APG now that I think about it.