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GM's Closet for the CONAN RPG
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<blockquote data-quote="Water Bob" data-source="post: 6603990" data-attributes="member: 92305"><p><strong>-- STARTING HIT POINTS --</strong></p><p></p><p></p><p>The Conan RPG is a dangerous, gritty game, and as with any rpg based on the d20 system, it can be quite hazardous for 1st level characters. This variant rule is for the gamblers among your players.</p><p></p><p>The rules for starting hit points, as written in the 2E Core Rulebook, are that a character gains maximum points for that first hit die, plus or minus the character's Constitution modifier, and plus 1 point if the character begins the game with the Toughness feat.</p><p></p><p>What ends up happening, using the core rules, is that every character of the same class with the same CON score has the same number of hit points. There's no accounting for individuality. </p><p></p><p>This method of determining starting hit points is risky, but if a player is lucky, he could end up with a lot of hit points at 1st level. The risk is that the character could end up with fewer hit points than he would have if the core rule was used. I would never force this method on a player, but I would offer to him as a choice. The player can be safe and take the good, solid number of hit points that is provided in the Core Rulebook. Or, he can use this method, randomly rolling the dice, hoping to score more than the Core rules allow.</p><p></p><p></p><p></p><p><strong>Variant Rule: Starting Hit Points</strong></p><p></p><p><strong>2 HD + CON Mod + Toughness</strong></p><p></p><p>The players rolls 2 HD and adds them together. Then, he adds in the CON modifier (and another +1 if the character has the Toughness Feat). Thus, a 1st level Thief (d8 HD) with a CON 15 (+2 modifier) would have starting hit points equal to: 2d8 + 2. This character doesn't have the Toughness Feat, so his range of starting hit points will be 4-18.</p><p></p><p>The Pros of this system is that a character will average 1 point higher than the Core system. For example, 2d8 averages 9 points, which is 1 point higher than the 8 points a character would normally get . And, there is a chance that a character's starting hit points will be much higher than what is allowed for in the Core rules. This example character could start with 18 hit points instead of 10. That's almost double.</p><p></p><p>The Con is, of course, that there is also a chance that the character will start with lower HP than what is called for in the Core rules. If the character rolls two ones, then the example character starts with only 4 HP, which is 6 HP less than he would have with the Core rule.</p><p></p><p>Now, rolling is slightly in the character's favor for a few reasons. First, rolling two dice skews the probability of the result to the middle of the distribution. It's most likely, rolling 2d8, that 9 will result. And, it's more likely that 8 will result than it is 7, and so on. (And, 9 is more likely than 10. 10 is more likely than 11, and so on.) The most likely result will always be 1 point higher than what the character gets in the Core rules.</p><p></p><p>Also, by rolling, a character has more to gain than lose. If the example character rolls the lowest roll, then he is only 6 hit points shy of what he would have had using the Core rules. If he rolls average on the two dice throw, then he will have 1 point more than he would have had than with the Core rules. And, if he rolls the maximum on both dice (just as unlikely as rolling ones on both dice), the example character will end up with almost twice the number of hit points he gets using the Core system. He gets 18 against the 10 he gets with Core.</p><p></p><p></p><p></p><p>So...you may want to offer this method to your players. Don't force them to use this method, but allow the gamblers the chance at a lot more starting hit points at the risk of ending up with fewer than the Core Rulebook mandates.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>FATE?</strong></p><p></p><p>Technically, Fate points should not be spent on a character's hit points, whether we're talking about starting hit points or those gained when the character levels. But, this game is about heroes. One thing a GM could do is devise a new use for Fate Points to where the player can use them when a character levels. It would be version of the Reroll rule listed on page 75 of the Core Rulebook (although that rule is specific in that it is used for attack rolls, skill checks, and saving throws only).</p><p></p><p>Using this new use for Fate Points, a player could re-roll any starting hit point die or any hit die the character receives when he levels. If you use such a rule in your game, I suggest that you keep with the spirit of the Reroll rule in that a player can reroll but he is bound by the new result, even if it is lower than what was originally rolled.</p><p></p><p></p><p></p><p></p><p></p><p><strong>ANOTHER VARIANT</strong></p><p></p><p>Another variant rule that you can use is to allow the player to roll for hit points as I have discussed at the top of this post, but allow the player to re-roll any die that is lower than, or equal to, the character's CON modifier.</p><p></p><p>For example, using our same example character of a 1st level Thief with CON 15 (+2 modifier), the player would roll 2d8 +2 for starting hit points. But, he could re-roll, once, any die that resulted in a 1 or a 2. If a character has CON 18, then he re-rolls any result that is 4 or less.</p><p></p><p>Now, the character is bound by the re-roll, if the re-roll is made. So, yes, there is a chance that the character will end up with a lower number of hit points than he had on the first roll. For example, a 1st level Thief with CON 18 throws starting hit points. On his 2d8 throw, he gets 1 and 4. Since both are below 4, the player can re-throw either or both of the dice, but the player is bound by the new throw. Obviously, he would re-throw the 1 die, but re-rolling the 4 die is risky. Still, that choice is up to the player.</p><p></p><p>This isn't a bad way to go. It rewards high CON characters. The Conan game is deadly. Most weapons do more damage then their D&D counterparts, and any single attack that does 20 or more points of damage forces the character to save or die (due to the Massive Damage rule). Add to this the lack of magical healing in a Conan game, and the argument for greater starting hit points gets stronger.</p><p></p><p>Remember, too, starting the game with more hit points--even double--can be a great help to a 1st level character, but soon, as the character levels, those extra hit points will not mean much. In no way does using this Variant rules (or any of these optional starting hit point rules) unbalance the game. Using these rule likely will only help keep favored characters alive at the lower levels.</p><p></p><p>And, if a GM uses this rule in his game, he may consider also using it for key NPCs.</p><p></p><p>Note that this Variant is most likely to give the character higher hit points than that of the Core rule, and this rule will ensure that not all 1st level characters of like class and same CON score will have exactly the same number of hit points. Individuality is thrown back into the mix without a great threat that the character will end up with less points than had he gone with Core.</p><p></p><p>This second Variant is what I'm using in my game. I give my players a choice. They can use this Variant rule, or they can use the Core rule.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>EXAMPLE USING 2ND VARIANT.</strong></p><p></p><p>This example uses the 2nd variant. The example character is one I listed up-thread, the 1st level Argossean Thief, <strong>Yuri of Raeze </strong>(also known as Yuri <em>The Knife</em>).</p><p></p><p>As a 1st level Thief, the Core rules give him 8 hit points (d8 Hit Die), and he adds his modifier of +1 for his CON 13. Thus, by the Core rules, Yuri starts the game with 9 HP, as I listed earlier in the thread with the rest of Yuri's stats.</p><p></p><p>But, let's say that the player wants to gamble using the second Variant above.</p><p></p><p>The player rolls 2d8, getting 7, 1 (I rolled real dice to get that...and I'm pleased, because the 1 popped up). Now, the player can re-roll any die that is equal to or less than his CON modifier. This character has nothing to lose if the 1 thrown again. But, the character is bound by whatever is thrown on the second time. I throw the die again and get: another 7.</p><p></p><p>This means that Yuri's starting hit points are 7 + 7 + 1. That's the 2 HD + CON modifier. Yuri ends up with 15 points (instead of 9 as per Core rules).</p><p></p><p>Will that extra hit points unbalance the game? I don't think so. It will sure go a long ways to keeping Yuri healthy. And, those 6 extra points will mean nothing, practically, as the character levels up, reaching the mid and higher levels.</p><p></p><p>And, this is why I endorse this system.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6603990, member: 92305"] [b]-- STARTING HIT POINTS --[/b] The Conan RPG is a dangerous, gritty game, and as with any rpg based on the d20 system, it can be quite hazardous for 1st level characters. This variant rule is for the gamblers among your players. The rules for starting hit points, as written in the 2E Core Rulebook, are that a character gains maximum points for that first hit die, plus or minus the character's Constitution modifier, and plus 1 point if the character begins the game with the Toughness feat. What ends up happening, using the core rules, is that every character of the same class with the same CON score has the same number of hit points. There's no accounting for individuality. This method of determining starting hit points is risky, but if a player is lucky, he could end up with a lot of hit points at 1st level. The risk is that the character could end up with fewer hit points than he would have if the core rule was used. I would never force this method on a player, but I would offer to him as a choice. The player can be safe and take the good, solid number of hit points that is provided in the Core Rulebook. Or, he can use this method, randomly rolling the dice, hoping to score more than the Core rules allow. [b]Variant Rule: Starting Hit Points[/b] [b]2 HD + CON Mod + Toughness[/b] The players rolls 2 HD and adds them together. Then, he adds in the CON modifier (and another +1 if the character has the Toughness Feat). Thus, a 1st level Thief (d8 HD) with a CON 15 (+2 modifier) would have starting hit points equal to: 2d8 + 2. This character doesn't have the Toughness Feat, so his range of starting hit points will be 4-18. The Pros of this system is that a character will average 1 point higher than the Core system. For example, 2d8 averages 9 points, which is 1 point higher than the 8 points a character would normally get . And, there is a chance that a character's starting hit points will be much higher than what is allowed for in the Core rules. This example character could start with 18 hit points instead of 10. That's almost double. The Con is, of course, that there is also a chance that the character will start with lower HP than what is called for in the Core rules. If the character rolls two ones, then the example character starts with only 4 HP, which is 6 HP less than he would have with the Core rule. Now, rolling is slightly in the character's favor for a few reasons. First, rolling two dice skews the probability of the result to the middle of the distribution. It's most likely, rolling 2d8, that 9 will result. And, it's more likely that 8 will result than it is 7, and so on. (And, 9 is more likely than 10. 10 is more likely than 11, and so on.) The most likely result will always be 1 point higher than what the character gets in the Core rules. Also, by rolling, a character has more to gain than lose. If the example character rolls the lowest roll, then he is only 6 hit points shy of what he would have had using the Core rules. If he rolls average on the two dice throw, then he will have 1 point more than he would have had than with the Core rules. And, if he rolls the maximum on both dice (just as unlikely as rolling ones on both dice), the example character will end up with almost twice the number of hit points he gets using the Core system. He gets 18 against the 10 he gets with Core. So...you may want to offer this method to your players. Don't force them to use this method, but allow the gamblers the chance at a lot more starting hit points at the risk of ending up with fewer than the Core Rulebook mandates. [b]FATE?[/b] Technically, Fate points should not be spent on a character's hit points, whether we're talking about starting hit points or those gained when the character levels. But, this game is about heroes. One thing a GM could do is devise a new use for Fate Points to where the player can use them when a character levels. It would be version of the Reroll rule listed on page 75 of the Core Rulebook (although that rule is specific in that it is used for attack rolls, skill checks, and saving throws only). Using this new use for Fate Points, a player could re-roll any starting hit point die or any hit die the character receives when he levels. If you use such a rule in your game, I suggest that you keep with the spirit of the Reroll rule in that a player can reroll but he is bound by the new result, even if it is lower than what was originally rolled. [b]ANOTHER VARIANT[/b] Another variant rule that you can use is to allow the player to roll for hit points as I have discussed at the top of this post, but allow the player to re-roll any die that is lower than, or equal to, the character's CON modifier. For example, using our same example character of a 1st level Thief with CON 15 (+2 modifier), the player would roll 2d8 +2 for starting hit points. But, he could re-roll, once, any die that resulted in a 1 or a 2. If a character has CON 18, then he re-rolls any result that is 4 or less. Now, the character is bound by the re-roll, if the re-roll is made. So, yes, there is a chance that the character will end up with a lower number of hit points than he had on the first roll. For example, a 1st level Thief with CON 18 throws starting hit points. On his 2d8 throw, he gets 1 and 4. Since both are below 4, the player can re-throw either or both of the dice, but the player is bound by the new throw. Obviously, he would re-throw the 1 die, but re-rolling the 4 die is risky. Still, that choice is up to the player. This isn't a bad way to go. It rewards high CON characters. The Conan game is deadly. Most weapons do more damage then their D&D counterparts, and any single attack that does 20 or more points of damage forces the character to save or die (due to the Massive Damage rule). Add to this the lack of magical healing in a Conan game, and the argument for greater starting hit points gets stronger. Remember, too, starting the game with more hit points--even double--can be a great help to a 1st level character, but soon, as the character levels, those extra hit points will not mean much. In no way does using this Variant rules (or any of these optional starting hit point rules) unbalance the game. Using these rule likely will only help keep favored characters alive at the lower levels. And, if a GM uses this rule in his game, he may consider also using it for key NPCs. Note that this Variant is most likely to give the character higher hit points than that of the Core rule, and this rule will ensure that not all 1st level characters of like class and same CON score will have exactly the same number of hit points. Individuality is thrown back into the mix without a great threat that the character will end up with less points than had he gone with Core. This second Variant is what I'm using in my game. I give my players a choice. They can use this Variant rule, or they can use the Core rule. [b]EXAMPLE USING 2ND VARIANT.[/b] This example uses the 2nd variant. The example character is one I listed up-thread, the 1st level Argossean Thief, [b]Yuri of Raeze [/b](also known as Yuri [i]The Knife[/i]). As a 1st level Thief, the Core rules give him 8 hit points (d8 Hit Die), and he adds his modifier of +1 for his CON 13. Thus, by the Core rules, Yuri starts the game with 9 HP, as I listed earlier in the thread with the rest of Yuri's stats. But, let's say that the player wants to gamble using the second Variant above. The player rolls 2d8, getting 7, 1 (I rolled real dice to get that...and I'm pleased, because the 1 popped up). Now, the player can re-roll any die that is equal to or less than his CON modifier. This character has nothing to lose if the 1 thrown again. But, the character is bound by whatever is thrown on the second time. I throw the die again and get: another 7. This means that Yuri's starting hit points are 7 + 7 + 1. That's the 2 HD + CON modifier. Yuri ends up with 15 points (instead of 9 as per Core rules). Will that extra hit points unbalance the game? I don't think so. It will sure go a long ways to keeping Yuri healthy. And, those 6 extra points will mean nothing, practically, as the character levels up, reaching the mid and higher levels. And, this is why I endorse this system. [/QUOTE]
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