Quartz
Hero
I've mentioned this a couple of times in other threads, but I think it deserves its own, so I propose my alternative for calculating Hit Points per level.
First you decide to fix the HP of the lowest HD class, the wizard. Say you choose 3 HP. Then you note that this is not the average of the hit die, but 3 less than the maximum of the hit die. You then propagate that to the other classes. So a fighter with d10 HP per level would get 7 HP per level (10-3) instead of 5, and a barbarian with d12 would get 9 HP per level instead of 6. If you had chosen 4 HP per level for the wizard, 2 less than the maximum, the figures would have been 8 and 10 respectively.
This does rebalance the game in favour of the combat classes a bit but it does give them extra survivability.
First you decide to fix the HP of the lowest HD class, the wizard. Say you choose 3 HP. Then you note that this is not the average of the hit die, but 3 less than the maximum of the hit die. You then propagate that to the other classes. So a fighter with d10 HP per level would get 7 HP per level (10-3) instead of 5, and a barbarian with d12 would get 9 HP per level instead of 6. If you had chosen 4 HP per level for the wizard, 2 less than the maximum, the figures would have been 8 and 10 respectively.
This does rebalance the game in favour of the combat classes a bit but it does give them extra survivability.