Arkat said:Hit points are the sum of SIZ and CON so I'd just give the Gorp the FULL total. The human example with 15hp in RQ2 or 3 can now take much more than 15hp's before dropping.
Don't forget that spells have changed as well, Bladesharp 8 on a sword is a distinct possibility where in older editions it was max'd at 4. Other spells have had damaged bumped up too so giving the Gorp more hp means it won't roll over too quickly.
1) Bladeshapr wasn't maxed in RQ3.
2) The problem with giving the gorp SIZ+CON is that it is unfailr to creatures with multiple hit locations. If you compare the MRQ hP per locatio to those in RQ, you will see that they are not double. Someone with CON 15, SIZ 13 in RQ3 has 5 Hp in the legs, abdomen, and head; 4 in the arms; 6 in the chest.
THe MRQ character with CON 15, SIZ 14 has 6 hp in the legs, and head; 7 in the abdomen; 5 in the arms; 8 in the chest.
That isn't double the hp, it is about 1-2 hp more in each location. THat is roughly a 3 hp shift in RQ3 or a 5 hp shift in MRQ.
I suppose using (SIZ+CON)/2+3 would be about right. Not far off from the +10 mod either.