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Why I Think Rolling For Hit Points is a Bad Thing

Given that average hit points are 55, that's a 91.208% chance that randomly rolled hit points are within 15 points of the average.
True, but that means you're talking about a range of 40 to 60 hit points. A fighter with 60 hit points has more than a small advantage over a fighter of the same level with 40 hit points. Having 50% more hit points is an enormous advantage for a fighter, one that was not acquired by giving up something else of value. It's just better, period.
 

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This is already covered by a different Con score, though. The effects of a high or low Con score influences hitpoints enough to cover this (or at least it should). What's more, the randomness of hitpoints if taken too far can let a low-Con character have more hitpoints than a high-Con character, which is fairly ridiculous based on the very idea of what Con is supposed to mean.

The randomness of attack rolls can mean that a party is wiped.
The randomness of saves can mean that someone dies when they really shouldn't.

The game is built on random rolls. I find that I enjoy that not every character looks the same because of point buy. I like rolling hit points.
Over 20 levels the randomness is distributed towards the middle. I don't see an issue with that.
 

Rolled HP gives us yet another means of differentiating one character from another.

You mean that one character is alive and the other is dead?

To me, differences mean that we are better than each other in different ways.

You are a str 16 fighter with the greataxe, I'm a dex 16 fighter with the rapier. You have big damage and wear the big armor, I have a great initiative and can sneak. We both shine...in different ways.

If I play a fighter with 50 hp, and you play one with 75, you are just better.
 

Perhaps There can be 2 HP rating

Normal HP: A rolled value
Optimal HP: HP with your maximum dice roll


Dwarf fighter
Normal HP: 20 (14+1d12)
Optimal HP: 26 (14+12)

You are at you Normal HP during adventure.
If you rest for a week, You can go up to your Optimal HP for a week.
 

I agree. Players cheat and say they do proudly when they used to roll for hit points at home. 4th edition did do some things right by giving static level-up hit points.
 

So long as one player can choose to roll and another to take fixed, and on average they're about equal, I'm fine. It should be a flavourful choice not one determined by maths.

I understand Con bonus is the minimum number so rolling 1's only matter if you're <14 Con.
 

The randomness of attack rolls can mean that a party is wiped.
The randomness of saves can mean that someone dies when they really shouldn't.

The game is built on random rolls. I find that I enjoy that not every character looks the same because of point buy. I like rolling hit points.
Over 20 levels the randomness is distributed towards the middle. I don't see an issue with that.

First point, 20 rolls is not nearly enough to guarantee a middle distribution, you can still get some very wide variance (aka very high hp and very low).

Further, you are right that there are a lot of random rolls in Dnd, but the game also has a lot of mechanics to buffer them.

Healing is one such buffer, it can be the "oh $$$$" card when your character takes a few unlucky hits. However, there isn't the same buffers for bad hp rolls. You will have bad hitpoints in very fight every time.


To me this is an issue of the default. I have absolutely no issue with games that want to roll hitpoints, but since the randomness is so great and powerful to me static hp should be the default. By all means, but in a rule in the sidebar and let those rollers roll. But for new players, I want to give them the consistent core threshold.
 


To me this is an issue of the default. I have absolutely no issue with games that want to roll hitpoints, but since the randomness is so great and powerful to me static hp should be the default. By all means, but in a rule in the sidebar and let those rollers roll. But for new players, I want to give them the consistent core threshold.

I would say that as a default, rolling has been used for the vast vast majority of D&D, and has always (to me) been one of the traditions, like rolling for stats as the default.

I wouldn't be opposed to a sidebar with the rounded edge version though, for people opposed to rolling.
 

This is a fair point. What I would like to see however is a small fixed number of hit points being added/attached to each "unit/feature" of a character. A scholarly background might give 0hps where as a Soldier background might give 6hps. A "luck"-based feat might give 2hps while a "toughness" feat might give 5hps. Different feats and character features have different amounts of hit points attached to them. As long as there is enough variety in the pieces that make up a character at each level, I think this provides a good variable but non-random method of providing hit points that supports the background and development of that character.

Best Regards
Herremann the Wise
I could not XP you Herremann, but I totally agree.

The trick here is to create variability. It is important to have variability as this is what helps define uniqueness of characters. Random rolls is just one potential way that can be achieved.

That said...

Hate hate hate hate random rolls for HP. Really, cannot stress this enough. There is no feeling worse than creating a character, enjoying it and reveling in its coolness, only to be punched in the guts with a one per level low roll. Do it for 3 levels in a row and people rage quit.

I like that they are reviving some long forgotten ideas that should never have been sidelined, but for my part, this one should have been sidelined, burned, had the ashes fed to a dog so it could poo it out again so we could then send the poo to sewerage treatment. Personally deplore random HP.

WOTC, if you are listening, there is a fair portion of the community that hope you include an alternate to random rolls for determining HP. It wont hurt anyone if you include this as an option.
 

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