• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E [Poll] How does your group do hit points per level?

How does your group handle hit points on level gain?

  • Allow player to choose between rolling and average.

    Votes: 53 43.8%
  • DM forces the player to roll.

    Votes: 11 9.1%
  • DM forces the player to take average.

    Votes: 32 26.4%
  • Other.

    Votes: 25 20.7%


log in or register to remove this ad

AriochQ

Adventurer
Players roll then choose either the roll or the average per level. Basically they are guaranteed the average per level, but have a chance to get better.
 

the Jester

Legend
I allow the player to choose, but nobody takes average, because if you roll less than the average-rounded-down, I let you take the average-rounded-down.

In other words, a rogue (d8 HD) can either take 5 hp or roll 1d8 and treat the die roll as having a minimum value of 4. Not much point in taking the 5 under those circumstances.
 


Lidgar

Gongfarmer
I allow the players to choose. They can also choose to spend Inspiration (if they have it) to re-roll. In general, most take the average if their HD is a d8 or lower.
 


pming

Legend
Hiya!

Wow, you guys are generous! ;)

I've used, for decades now, my method where max HP at first level (unless we're playing Hackmaster 4th; then roll). Every level gained after that, roll...with the player having the option to let me roll for them if they don't like what they got. They keep my roll no matter what though...even if it's lower.

For example: A fighter rolls his d10 for gaining a level and gets a 4. The player opts to have me "re-roll" it; I roll a d10 and get a 7. He gets +7hp. Or maybe I re-roll and get a 1. He gets +1hp.

This has really cut down on both really high and really low hp totals...bringing it more in line with what the game is geared toward, IMHO. Exceptions come up (like a recently deceased 5th level Goliath barbarian who had something like 74hp!... or the poor 4th level thief who had...14hp or something like that?), but for the most part the HP's keep towards the middle without getting too crazy.

It also has the added benefit of curbing players desire for "super characters", believe it or not. I'm not sure of the psychology involved, but for whatever reason, since I started doing this 20+ years ago for all my "D&D'ish" games I've seen a decrease in player desire to try and 'fudge' their character rolls, be it HP, gold or whatever. *shrug* I'm not looking anywhere near that gift horses mouth! ;)

^_^

Paul L. Ming
 

wedgeski

Adventurer
Wow, you guys are generous! ;)
I've just been in too many games where Hit Point disparities really hurt the table experience. I love randomness, just *love* it, but bad luck you have to live with for the entire life of your PC can be a real drag.
 



Remove ads

Top