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GM's Closet for the CONAN RPG
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<blockquote data-quote="Water Bob" data-source="post: 6604025" data-attributes="member: 92305"><p><strong>-- VARIANT HIT POINT EXAMPLES with 10 Characters --</strong></p><p></p><p></p><p>Using the second Variant above, I am going to roll real dice and show you the difference in hit points for the various characters that I have listed in this thread.</p><p></p><p></p><p></p><p><strong>I. Morghun Clanson, 3rd level Barbarian, CON 8 (-1), 17 HP.</strong></p><p></p><p>We know that Morghun's 1st level HP was 10 (-1 CON mod cancelled by Toughness Feat), so he rolled an extra 7 HP for levels 2 and 3.</p><p></p><p>Using the Variant Rule in my game, we would roll: 2d10 -1 +1.</p><p></p><p>I get: 9, 8. I can't re-roll either die (not that I'd want to) because the character doesn't have a bonus mod for his CON score. So, under the Variant, Morghun would start the game with 17 HP (instead of 10), and gaining those 7 HP for levels 2 and 3, he would have 24 HP at 3rd level.</p><p></p><p>Of course, I got lucky and rolled well for him, too.</p><p></p><p></p><p></p><p></p><p></p><p><strong>II. Yuri of Raeze, 1st level Thief, CON 13 (+1), 9 HP.</strong></p><p></p><p>See the example above. I re-roll the 1. Yuri ends up with 15 HP (instead of 9 HP).</p><p></p><p></p><p></p><p></p><p></p><p><strong>III. Renzo, 1st level Thief, CON 10 (+0), 4 HP.</strong></p><p></p><p>On this character, since he was meant to be an NPC, I rolled his one Hit Die instead of giving him max. Had he got max, as a PC would, by the Core rule, then he would have 8 HP.</p><p></p><p>Using my variant, I roll 2d8 to get his HP. I can't re-roll anything because of his CON score.</p><p></p><p>I get: 2, 1. LOL! That shows the risk of rolling, especially if the character doesn't have a CON 13+. This variant system really favors high Constitution. A player using this character would probably opt for the Core rule, but if he hadn't, the character could end up with only 3 HP, as I have shown here.</p><p></p><p></p><p></p><p></p><p></p><p><strong>IV. Kremm, 1st level Commoner, CON 15 (+2), 4 HP.</strong></p><p></p><p>Again, I rolled for Kremm's HP, one die, because he was an NPC. I reserved the Core rule for player characters.</p><p></p><p>But, using the Variant rule, I would roll: 2d4 + 2. And, I can re-roll 1's and 2's.</p><p></p><p>I roll and get: 3, 4. Which means I can't re-roll anything. And, Kremm's starting hit points become: 9 HP.</p><p></p><p></p><p></p><p></p><p></p><p><strong>V. Typical Raeze Townsfolk, 1st level Commoner, CON 12 (+1), 3 HP.</strong></p><p></p><p>I roll 2d4 +1, but I can re-roll 1's.</p><p></p><p>What I get: 1, 4. I'll re-roll the 1. That's a no brainer. I get a 3. Hit Points under this Variant system become 8 HP.</p><p></p><p>Now, since this is to represent a typical townsperson, I probably would not use the Variant rule. I'd probably go with the average 3 or 4 HP as I did originally.</p><p></p><p></p><p></p><p></p><p></p><p><strong>VI. Mablo Riconti, 3rd level Commoner/1st level Scholar, CON 11, 10 HP.</strong></p><p></p><p>We know that Mablo had 2 or 3 hit points, on average, as a 1st level Commoner. Let's say he had 3 HP. That means he gained 7 HP from his other two levels as a Commoner and the one (d6 HD) as a 1st level Scholar.</p><p></p><p>Under the Variant, it might go like this: 2d4 + 7. No re-rolls.</p><p></p><p>I get 3, 3. So, Mablo has 13 HP.</p><p></p><p></p><p></p><p></p><p></p><p><strong>VII. Verrick, 2nd level Soldier/2nd level Borderer, CON 12 (+1), 26 HP.</strong></p><p></p><p>Back-dating a 4th or higher character with the Variant starting hit point rule can be tricky because you don't know where the +1 point to the character attributes went (that he received at 4th level). If this went to CON, then that could really change things.</p><p></p><p>But, just to provide an example, we'll say that he didn't place the new stat point into CON. If he didn't, then his 1st level points as a Soldier were 11 HP. Then, the character received another 16 points over the other Soldier level and the two levels as Borderer (also d10 HD).</p><p></p><p>His Variant hit points would be: 2d10 + 16. I can re-roll any 1's.</p><p></p><p>I get: 7, 7. No re-throws allowed. His hit points would be: 14 + 16 = 30 HP.</p><p></p><p></p><p></p><p></p><p></p><p><strong>VIII. Rossi, 2nd level Borderer, CON 11, 11 HP.</strong></p><p></p><p>So, this dude started with max HP at first level, due to the Core rule, then rolled a 1 for his 2nd level hit points.</p><p></p><p>Under the Variant system, assuming I also roll a 1 for the HP at 2nd level, his HP are: 2d10 + 1. I cannot re-roll dice.</p><p></p><p>I get: 7, 10. So, in this case, it worked out. The character increases to 18 HP (17 HP at 1st level). But, as I noted above, the Variant system is more risky when the CON score is 12 or lower (because the player cannot re-roll low throws).</p><p></p><p></p><p></p><p></p><p></p><p><strong>IX. Nunzio, 2nd level Soldier, CON 12 (+1), 13 HP.</strong></p><p></p><p>So, this character would have 11 HP at 1st level, then must have rolled a 1 for 2nd level (plus CON mod), for a total of 13 HP.</p><p></p><p>Under the Variant system, I roll 2d10 +3 to figure his new points. I can re-roll 1's.</p><p></p><p>I roll: 4, 9. Can't re-roll anything. So, hit points are: 4 + 9 + 3 = 16 HP.</p><p></p><p></p><p></p><p></p><p></p><p><strong>X. Arno Rizz, 1st level Thief, CON 16 (+3), 11 HP.</strong></p><p></p><p>I rolled up this character as a "spare" PC that I can whip out quick in a game if a new player shows up or a PC gets killed and needs something to play before we can roll him up another character.</p><p></p><p>The Variant system would be: 2d8 +3, and I can re-roll any die that is 3 or less.</p><p></p><p>I roll: 3, 1. Hmm. I'm definitely going to re-roll that 1. So here goes...I get a: 3. And, I'm stuck with the re-roll. So, I keep that 3. </p><p></p><p>My decision to re-roll the first 3 I rolled is a hard one. Right now, I've got less HP than if I had gone with Core. If I stop here, Arno will have 9 HP. I think I'll test my luck and see what I get by re-rolling that first die. I get: 7.</p><p></p><p>So, my total is: 3 + 7 + 3. I end up picking up a few points with 13 HP.</p><p></p><p>But, it was hairy there. I could have easily ended up with less than what Core provides--even with a high CON score. That's the risk you take. It's likely that your score will be higher, but not guaranteed.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6604025, member: 92305"] [b]-- VARIANT HIT POINT EXAMPLES with 10 Characters --[/b] Using the second Variant above, I am going to roll real dice and show you the difference in hit points for the various characters that I have listed in this thread. [b]I. Morghun Clanson, 3rd level Barbarian, CON 8 (-1), 17 HP.[/b] We know that Morghun's 1st level HP was 10 (-1 CON mod cancelled by Toughness Feat), so he rolled an extra 7 HP for levels 2 and 3. Using the Variant Rule in my game, we would roll: 2d10 -1 +1. I get: 9, 8. I can't re-roll either die (not that I'd want to) because the character doesn't have a bonus mod for his CON score. So, under the Variant, Morghun would start the game with 17 HP (instead of 10), and gaining those 7 HP for levels 2 and 3, he would have 24 HP at 3rd level. Of course, I got lucky and rolled well for him, too. [b]II. Yuri of Raeze, 1st level Thief, CON 13 (+1), 9 HP.[/b] See the example above. I re-roll the 1. Yuri ends up with 15 HP (instead of 9 HP). [b]III. Renzo, 1st level Thief, CON 10 (+0), 4 HP.[/b] On this character, since he was meant to be an NPC, I rolled his one Hit Die instead of giving him max. Had he got max, as a PC would, by the Core rule, then he would have 8 HP. Using my variant, I roll 2d8 to get his HP. I can't re-roll anything because of his CON score. I get: 2, 1. LOL! That shows the risk of rolling, especially if the character doesn't have a CON 13+. This variant system really favors high Constitution. A player using this character would probably opt for the Core rule, but if he hadn't, the character could end up with only 3 HP, as I have shown here. [b]IV. Kremm, 1st level Commoner, CON 15 (+2), 4 HP.[/b] Again, I rolled for Kremm's HP, one die, because he was an NPC. I reserved the Core rule for player characters. But, using the Variant rule, I would roll: 2d4 + 2. And, I can re-roll 1's and 2's. I roll and get: 3, 4. Which means I can't re-roll anything. And, Kremm's starting hit points become: 9 HP. [b]V. Typical Raeze Townsfolk, 1st level Commoner, CON 12 (+1), 3 HP.[/b] I roll 2d4 +1, but I can re-roll 1's. What I get: 1, 4. I'll re-roll the 1. That's a no brainer. I get a 3. Hit Points under this Variant system become 8 HP. Now, since this is to represent a typical townsperson, I probably would not use the Variant rule. I'd probably go with the average 3 or 4 HP as I did originally. [b]VI. Mablo Riconti, 3rd level Commoner/1st level Scholar, CON 11, 10 HP.[/b] We know that Mablo had 2 or 3 hit points, on average, as a 1st level Commoner. Let's say he had 3 HP. That means he gained 7 HP from his other two levels as a Commoner and the one (d6 HD) as a 1st level Scholar. Under the Variant, it might go like this: 2d4 + 7. No re-rolls. I get 3, 3. So, Mablo has 13 HP. [b]VII. Verrick, 2nd level Soldier/2nd level Borderer, CON 12 (+1), 26 HP.[/b] Back-dating a 4th or higher character with the Variant starting hit point rule can be tricky because you don't know where the +1 point to the character attributes went (that he received at 4th level). If this went to CON, then that could really change things. But, just to provide an example, we'll say that he didn't place the new stat point into CON. If he didn't, then his 1st level points as a Soldier were 11 HP. Then, the character received another 16 points over the other Soldier level and the two levels as Borderer (also d10 HD). His Variant hit points would be: 2d10 + 16. I can re-roll any 1's. I get: 7, 7. No re-throws allowed. His hit points would be: 14 + 16 = 30 HP. [b]VIII. Rossi, 2nd level Borderer, CON 11, 11 HP.[/b] So, this dude started with max HP at first level, due to the Core rule, then rolled a 1 for his 2nd level hit points. Under the Variant system, assuming I also roll a 1 for the HP at 2nd level, his HP are: 2d10 + 1. I cannot re-roll dice. I get: 7, 10. So, in this case, it worked out. The character increases to 18 HP (17 HP at 1st level). But, as I noted above, the Variant system is more risky when the CON score is 12 or lower (because the player cannot re-roll low throws). [b]IX. Nunzio, 2nd level Soldier, CON 12 (+1), 13 HP.[/b] So, this character would have 11 HP at 1st level, then must have rolled a 1 for 2nd level (plus CON mod), for a total of 13 HP. Under the Variant system, I roll 2d10 +3 to figure his new points. I can re-roll 1's. I roll: 4, 9. Can't re-roll anything. So, hit points are: 4 + 9 + 3 = 16 HP. [b]X. Arno Rizz, 1st level Thief, CON 16 (+3), 11 HP.[/b] I rolled up this character as a "spare" PC that I can whip out quick in a game if a new player shows up or a PC gets killed and needs something to play before we can roll him up another character. The Variant system would be: 2d8 +3, and I can re-roll any die that is 3 or less. I roll: 3, 1. Hmm. I'm definitely going to re-roll that 1. So here goes...I get a: 3. And, I'm stuck with the re-roll. So, I keep that 3. My decision to re-roll the first 3 I rolled is a hard one. Right now, I've got less HP than if I had gone with Core. If I stop here, Arno will have 9 HP. I think I'll test my luck and see what I get by re-rolling that first die. I get: 7. So, my total is: 3 + 7 + 3. I end up picking up a few points with 13 HP. But, it was hairy there. I could have easily ended up with less than what Core provides--even with a high CON score. That's the risk you take. It's likely that your score will be higher, but not guaranteed. [/QUOTE]
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