I thought about this but then realized that no amount of training is ever going to allow a 3' tall 45 lb halfling to soak up the same punishment as a 6' tall 230 lb human and that HP do not properly describe near misses as that is covered by dexterity. In my home brew a human "wizard" could easily have more health that a halfling "warrior" but because the halfling is smaller, faster, (has a bonus to agility (dex)) and assuming he spent his skill points on combat skills (dodge/block) instead of wizardry the halfling will in theory get hit less and when hit take less damage.mbeacom wrote:I was of this mind for a while too, and wouldn't freak out of someone wanted to play with such rules. But then I decided that since HP is an abstraction, not just meat (size/strength,etc) that it must come from somewhere else. I decided that somewhere is largely ones training. Fighters are trained to keep their feet longer than someone who spends their time sitting over books or picking pockets for example, meaning a Human wizard or rogue would not (on average) have more HP than a Halfling fighter.concobar wrote:Hit die should be based on race instead of class.
Having said that, my goal is not to dissuade your from you view. I think it's a legit and viable way to look at a game world.
Will the halfling be a better melee warrior than a human? Probably not but he will be much better at sneaking around and avoiding combat if he wishes it.