I remember reading somewhere a long time ago that the amount of points you have in CON at the start of the game affects your hp progression, and consequently the total hp you have at end game. For this reason, I dump all my points into CON during character creation, and distribute the rest normally. Is this advice still valid?
Does starting CON affect endgame HP?
Collapse
X
-
Not as far as I am aware. The only CON effect I know is adding x hp/level, where x depends on current CON, and applies retroactively. CON does not have anything to do with hit dice, which is a stat that is fixed at the very start of the game and determines the amount of hp you get to roll for at each level up. Additionally, there is a hidden stat called Life Rating, which essentially determines how lucky you are with those rolls. It's hidden from the player though, and it can't be changed. I am quite certain that there is no effect on player HP or MP that does not apply retroactively.
The only exception I know to this is in the Chengband series of variants, where you can learn your life rating with Self Knowledge and change it with New Life, but there it also applies retroactively. -
Not as far as I am aware. The only CON effect I know is adding x hp/level, where x depends on current CON, and applies retroactively. CON does not have anything to do with hit dice, which is a stat that is fixed at the very start of the game and determines the amount of hp you get to roll for at each level up. Additionally, there is a hidden stat called Life Rating, which essentially determines how lucky you are with those rolls. It's hidden from the player though, and it can't be changed. I am quite certain that there is no effect on player HP or MP that does not apply retroactively.
The only exception I know to this is in the Chengband series of variants, where you can learn your life rating with Self Knowledge and change it with New Life, but there it also applies retroactively.Comment
-
CON does not have anything to do with hit dice, which is a stat that is fixed at the very start of the game and determines the amount of hp you get to roll for at each level up. Additionally, there is a hidden stat called Life Rating, which essentially determines how lucky you are with those rolls.
Since 2.7.x, the hit points you gain at each level-up are all rolled at character creation (to prevent the Grape Jelly trick from 2.4.frog-knows).
The "Life Rating" stat was introduced by some variants to show the average result of these rolls.Comment
-
In other words, when you're going from Level x to level x+1, it's too late to pray for a good hit dice roll. Do all the praying when you hit *yes* to accept character and begin.Comment
-
It is however possible that your first 25 rolls would all be 1s and the rest all be max, though!Comment
-
But, I imagine if I went over the increments, there was some love at the start.Comment
-
As an aside - comparing two fighters. same level, about same con. Level 28, one had 293, other had 292. I'd say that be working as intended.Comment
-
Lvl: 18, HP: 98 (avg 132)
That's a PWMAngband Thunderlord Necromancer with a hit die of 13. Having -34 hps after 17 level increases means he rolled an average of 5 per level instead of the expected 7. I checked the hp rolls afterwards, this character ended up with 1 hp over average in the end, so the game balanced the early low rolls by high rolls. Of course, since you're going to get way more hps in the end due to higher CON, it's *much* easier to play a character that gets the opposite (high rolls at low level, low rolls at high level).PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
Comment