One of my first impressions of 4E could be summed up by the phrase “change for change’s sake.” There were several places where the new rules felt more like a designer stamping their name on the game rather than following a natural path of evolution. Hit points was one of those places.
I agree with the reasons behind the decision to change how hit points were determined. Many starting characters were too fragile, and it really sucked to roll a 1 for hit points when you leveled up. I don’t agree with the solution the 4E designers chose because it shifted a distinguishing characteristic of each class to favor roles, it lessened the impact of Constitution upon level progression, and it introduced an unnecessary resource mechanic.
Starting Hit Points
The obvious resolution to first level fragility is to give characters more hit points to begin with. I love the use of the Constitution score in the formula for starting hit points. I don’t like that hit points are determined by role rather than class in 4E. Two of the roles share the same base. That’s a rather narrow field of flavors, compared to previous editions, where classes ranged from d4s to d12s.
I’ll admit that flavor is the primary reason why I don’t like 4E’s abandonment of the class-based hit die, but hit point bloat is also a factor. Hit point bloat is a complaint I’ve heard more than once, and usually in reference to the resulting grind of encounters. The common solution is halving monster hit points, but part of the reason why monster hit points ballooned in the first place was to match the increase in character hit points.
An alternate formula for starting hit points that bridges third and fourth edition nicely is to take the maximum value for the hit die from the 3.5 version of the classes and add the Constitution score. Not only does this provide the significant boost in starting hit points that the 4E designers (rightly) sought, but it maintains one of the distinctive traits of the classes.
That said, I’d probably tweak the values for each class based on their role:
| Class | Starting HP |
| Avenger | 8 + CON |
| Barbarian | 12 + CON |
| Bard | 6 + CON |
| Cleric | 8 + CON |
| Druid | 6 + CON |
| Fighter | 10 + CON |
| Invoker | 4 + CON |
| Monk | 8 + CON |
| Paladin | 10 + CON |
| Ranger | 8 + CON |
| Rogue | 6 + CON |
| Shaman | 6 + CON |
| Sorcerer | 6 + CON |
| Warden | 10 + CON |
| Warlock | 6 + CON |
| Warlord | 10 + CON |
| Wizard | 4 + CON |
Hit Points Gained per Level
I was torn at first about the loss of the random die roll for hit point gain per level, but I’m over that now. Setting it at half–plus or minus one–of the base starting hit point value was a good move, but they forgot something. Why not include the modifier from Constitution? It stinks of being different just to be different. It also lessens the importance of the ability.
Healing Surges
I think healing surges are largely unnecessary. I don’t understand why healing powers don’t just stipulate a random value or a flat rate (e.g., 1/4 of target’s maximum hit points). Most healing powers already specify the number of times they can be used, making the expenditure of healing surges a redundancy. And giving everyone the ability to use healing surges after combat diminishes the leader role.
The concept behind second wind is a good one, however. It’s one way to capture the hero getting back up after a beating and taking down the villain. I would turn it into a feat that is triggered by the use of an action point instead of making it an encounter power that uses a healing surge, though.
- SECOND WIND
- Benefit: When you spend an action point, you regain hit points equal to 1/4 of your maximum hit points. You cannot gain more hit points than your maximum from this effect.
Coupling second wind with another standard action to take down the villain–now, that just screams heroic pulp action to me.





[...] about. I’ve experienced it myself. The bloat is part of vicious escalation cycle begun by the increase in the starting hit points for character classes. More hit points and dealing more damage make the characters feel more heroic, but in order to keep [...]
While I think it’s a great idea to revisit how Hit Points were done in 4th Edition, especially with monsters, I have a few gripes with this post.
Your first sentence references hit points (and other parts of 4E) as “change for change’s sake”, then in your second paragraph you proceed to give the reasons why these changes were made. I’d actually be surprised if you could find many changes made in 4E that aren’t attempting to address some issue with previous editions of the game, but you’ve disproved your first statement already.
If you look at all of the classes from the PHB and the PHB2, you can see that hit points are loosely based on class role but that they are still based on class as well, such as the barbarian has more HP than other strikers. With your changes you’ve actually given the Barbarian MORE hp than defenders, which I see as a mistake. Plus you actually end up with several classes (some in the same roles) having the same starting hp anyway, so while I enjoy more fragile characters sometimes this change to starting hp just seems like adding more complication and frustration to the rules. 1st level characters in 4E are still quite fragile. This, in my opinion, is change for change’s sake.
I also think you’ve pegged healing surges as unnecessary without really understanding how they work with all of the mechanics of the game. Healing powers might be per encounter, or per day, but most of them spend healing surges so as a player is healed over the course of a day their reserves are slowly depleted. Healing between encounters eliminated the ‘return to town after each fight’ problem in previous editions, and the healing surge mechanic prevents a party from being able to go through 5 dungeons in a single day.
Healing surges are not redundant, because they are a per character resource rather than a per healer resource, and I belive most parties will tell you having a healer between encounters is a lot more helpful than just spending your own healing surges.
I think a lot of the issues you’re attempting to resolve are simply holdovers from the 3E sweet spot, there’s still a sweet spot in 4E, once players get to late heroic / paragon tier all of the numbers start to even out a bit more and combats speed up.
Hey, Bart. Thanks for stopping by. And I appreciate the feedback.
Yeah, I’ll agree with Hit Points being a poor example of the thesis I stated. I tried to qualify it with the second sentence of the first paragraph. Hit Points needed some adjustment, but I think the designers abandoned an obvious evolutionary step in favor of implementing something they could claim as their own, “original” mechanic. The purpose of my attempt was to reconnect Hit Points with their implementation in previous editions.
I’ll reserve judgment on healing surges until I’ve had some more experience with the paragon tier, which is currently limited to DMing the last Game Day event. However, I don’t see where what you’re describing about healing surges couldn’t be handled by at-will healing powers. I suppose it could be chalked up to philosophical differences–I don’t like a cross-class, universal mechanic for self-healing as it detracts from another player’s role.
I tink the surges work fine as is but the hp totals need revising. I’m doing it like this.
1. monsters have half hit points and healing effects.
2. pc hit points are 10 less at 1st level. meening a wizard starts off with just his con score and a warden gets 7+ con score.
3. pc’s get 2 less hit points per level after 1st. wizard gets only 2 points per level and warden gets 5.
4. And don’t go thinking the warden is broken, its the only defender limited to only light armor builds. The hit points make since, wardens are the new barbarian imo (hp wise anyway).
Good point on the warden, Talaxar, though I don’t think I ever stated that the class was broken. I’ve just recently seen it in action (the defender in our 4E campaign is a warden) and the temp HP gains are a good way to balance the light armor restrictions.
im sorry if I went over your helmet, I didn’t know whether you used that term or not, so can we finally have a community wide concensus about the Warden’s right as the new Hp king. Also.. What do you guys think of the HP range?