Transform stacking hitpoints from gear to be based on class HDs.
Problem:
Stacking Hitpoint sources apply to each character class equally, basically letting classes meant to be less survivable getting very close to dedicated tanky/survivable classes. Every class has other options for increasing survivability, stacking HP just creates weird unbalanced scenarios.
Examples:
A Sorcerer lvl12 = 16con = 84HP {toughness item } ~ 24% gain
A Fighter lvl12 = 16con = 156HP {toughness item } ~ 13% gain
One possible solution: Link stacking gear hitpoints to the hit dice.
- Toughness item = 2x HD = Fighter{20HP }, Sorc{8HP }, Barb {24HP }
- Lesser False life = .5x HD
- False Life = 1x HD
- Improved False Life = 2x HD
- Greater False Life = 3x HD
- GS T1 = 1x HD
- GS T2 = 1.5x HD
- GS T3 = 2x HD
- ...
Im not gonna be popular for this, but that never really bothered me :). And yes i play casters mostly, but its still weird to find myself on a human sorcerer being more beefy than the dwarf barbarian. Hitpoints really only helped me survive some nasty traps, monsters on any caster are trivial anyway