Status: Open for discussion and playtesting feedback
Proposal
Current System
Player Character Starting Health:
- Formula:
20 + Body value + Lineage modifier - This is fixed for all generation packages (6D, 9D, 12D)
Threat Health:
- Formula:
20 + Body value + Tier modifier - Scales by threat tier: Minion (+5), Standard (+10), Elite (+15), Champion (+25), Legendary (+50)
The Problem
Asymmetry. Threat difficulty is directly tied to Health scaling (a Legendary has 50 more Health than a Minion because they're supposed to be 10× tougher), but PCs all start with the same baseline regardless of campaign power level.
- A gritty 6D campaign (max Attributes 3D) often feels more fragile than intended
- A cinematic 12D campaign (max Attributes 5D) might feel too durable
- Mid-power 9D campaigns work fine, but groups choosing extremes don't have that knob to turn
The Proposal
Tie starting PC Health to the Generation Package, mirroring how Threat Health scales with tier.
New Formula
Starting Health = Package Base + Body value + Lineage modifier
| Package | Max Attribute | Package Base | Example (Body 3D, Lineage +1) |
|---|---|---|---|
| 6D (Gritty) | 3D | 10 | 10 + 3 + 1 = 14 Health |
| 9D (Standard) | 4D | 15 | 15 + 3 + 1 = 19 Health |
| 12D (Cinematic) | 5D | 20 | 20 + 3 + 1 = 24 Health |
Effect on Typical PC
| Package | Typical Health Range | vs. 9D Baseline |
|---|---|---|
| 6D | 18–20 | −5 (more frail) |
| 9D | 23–26 | Baseline |
| 12D | 28–31 | +5 (more durable) |
This does NOT change:
- Fortitude calculation (still
1D6 + Lineage modifierper die) - Advancement Health gains (still tied to Fortitude only)
- Threat Health calculation (no change)
Why This Works
✓ Matches intent. Gritty campaigns are fragile; cinematic campaigns are durable. Health scales to match.
✓ Keeps Fortitude meaningful. Talent investment still drives late-game survivability.
✓ Simple math. One base number (10/15/20) replaces the fixed 20, applied at creation.
✓ Mirrors Threat design. Threats already scale Health by tier. Same principle.
Playtesting Questions
-
Does the fragility/durability curve feel right? A 6D PC has ~19 Health vs. a Standard Threat's ~23. Is that the intended gap?
-
Does this change how character concepts play? A 6D rogue vs. a 12D rogue are now mechanically different in durability. Is that exciting or frustrating?
-
Alternative bases. Should the package bases be 12/20/28 (wider spread) or 18/20/22 (narrower), or is 15/20/25 right?
Related Question: Threat Health Scaling
The evaluation also asks: Should Threat Health base scale by tier rather than using a fixed +20?
Example: Threat Health = Tier Base + Body value + Tier Modifier
| Tier | Current Formula | Alternative |
|---|---|---|
| Minion | 20 + 2 + 5 = 27 | 15 + 2 = 17 (lighter) |
| Standard | 20 + 3 + 10 = 33 | 20 + 3 = 23 (lighter) |
| Elite | 20 + 4 + 15 = 39 | 25 + 4 = 29 (lighter) |
| Champion | 20 + 5 + 25 = 50 | 35 + 5 = 40 (lighter) |
| Legendary | 20 + 6 + 50 = 76 | 50 + 6 = 56 (lighter) |
Question for playtest: Does scaling the base by tier make Threat progression feel more natural, or is the fixed +20 baseline the right call?
Next Steps
Playtest one or both of these in your next session: 1. Apply the Package Bonus to PC starting Health 2. (Optional) Experiment with alternative Threat baselines 3. Report back: Did it feel like a meaningful tuning knob?