Todd Roybark
Hero
My house rule for decades has been average HP is the minimum gain per level, with a roll allowed to see if you ‘beat’ average HP.
Rolling a 1 for HP, is The Worst (TM).
With Default Array stats, this has not proven disruptive in 5e. In fact, luck has been on my side and the high HP class players have rolled a little better than Avg HP, while the Sorcerer player has rolled much better than average, which has served to reduce HP variance between players, which is easier to DM.
In my ‘rolled stats’ game, the HP variance from Best to Worst, is huge.
The fighter has 93 HP at 8th level, the bard has 56 HP.
So a failed save on a high damage fireball nearly kills the bard, but the fighter is at half HP.
Meanwhile the lucky wizard that rolled 18 Int and Con, (now 20 in both), and nearly maximum Hit Points at each level has the second highest HP total, at 81 HP.
Fortune favors children, fools, ships named Enterprise, and first time D&D players
Rolling a 1 for HP, is The Worst (TM).

With Default Array stats, this has not proven disruptive in 5e. In fact, luck has been on my side and the high HP class players have rolled a little better than Avg HP, while the Sorcerer player has rolled much better than average, which has served to reduce HP variance between players, which is easier to DM.
In my ‘rolled stats’ game, the HP variance from Best to Worst, is huge.
The fighter has 93 HP at 8th level, the bard has 56 HP.
So a failed save on a high damage fireball nearly kills the bard, but the fighter is at half HP.
Meanwhile the lucky wizard that rolled 18 Int and Con, (now 20 in both), and nearly maximum Hit Points at each level has the second highest HP total, at 81 HP.
Fortune favors children, fools, ships named Enterprise, and first time D&D players
