DND_Reborn
The High Aldwin
This is a quick idea I had this morning, and I sort of like the concept, but I think it might slow the game down too much despite adding a variable and, in some ways, tactical element to the idea of hit points. Here is the first draft of the idea (it'll need a lot of work if it is ever adopted...
):
NOTE: Hit Point (HP) Modifier is always equal to your highest ability score modifier, not your Constitution modifier (it can be, but likely isn't). We do this because of the abstract nature of HP and the idea that most of your HP might come from a source besides your ability to take physical punishment, etc. but maybe your ability to dodge, your will to keep going, your understanding of an attack, etc. It also removes the desire for nearly every PC to have CON always as a top-3 ability score.
Variable Hit Points
What is the purpose of this?
Well, first, it adds a bit of danger and uncertainty to the game. You will have a lower HP maximum due to only getting HP every odd level. Also, players, always knowing exactly how many hit points, are able to rush in knowing they are safe because they have (at higher levels especially) a huge hit point pool. They are also keenly aware when hit points are running low, but know again exactly how much they have left can too easily judge the risk of further encounters. Having additional HP available at any time using Hit Dice offers a buffer, but it is variable so more uncertain.
So, that's the basics of it. I know it will have huge ramifications, so no need to point those out.
I am just posting the initial concept for any who might like the idea and want to contribute on how to make it work well. If you don't care for it, feel free not to reply and thanks for reading anyway. 

NOTE: Hit Point (HP) Modifier is always equal to your highest ability score modifier, not your Constitution modifier (it can be, but likely isn't). We do this because of the abstract nature of HP and the idea that most of your HP might come from a source besides your ability to take physical punishment, etc. but maybe your ability to dodge, your will to keep going, your understanding of an attack, etc. It also removes the desire for nearly every PC to have CON always as a top-3 ability score.
Variable Hit Points
- You start with hit points equal to your maximum hit die plus your HP modifier, and only gain additional hit points every odd level (3, 5, 7, etc.)
- You begin with 1 hit die and gain 1 hit die per level.
- At any time when you take damage or during your turn, you can roll any number of your unspent hit dice (adding your HP modifier to each) and add the total to your current hit points (up to your current maximum).
- You can spend any unspent hit dice during a short rest to heal yourself as normal.
- You regain hit dice equal to your level when you finish a long rest.
What is the purpose of this?
Well, first, it adds a bit of danger and uncertainty to the game. You will have a lower HP maximum due to only getting HP every odd level. Also, players, always knowing exactly how many hit points, are able to rush in knowing they are safe because they have (at higher levels especially) a huge hit point pool. They are also keenly aware when hit points are running low, but know again exactly how much they have left can too easily judge the risk of further encounters. Having additional HP available at any time using Hit Dice offers a buffer, but it is variable so more uncertain.
So, that's the basics of it. I know it will have huge ramifications, so no need to point those out.

