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<blockquote data-quote="tetrasodium" data-source="post: 8834026" data-attributes="member: 93670"><p>In 2e character creation step 6 is</p><p>[spoiler="this"]</p><p> Roll the appropriate hit die for your character. If the character is multi-classed, roll all applicable hit dice and average the results.</p><p> Warrior 1d10</p><p> Priest 1d8</p><p> Rogue 1d6</p><p> Mage 1d4</p><p>[/spoiler]</p><p>You do add/subtract hp for high & low constitution but it's +1/+2 at 15 & 15 and -1/-2 at 6 & 3 so will often be +0 with such a wide breakeven on that. With those rules it's just as likely to roll a 1 or 2 as average or max on the single hit die you are rolling. a GM allowing players to take the max on that hit die is choosing to avoid some problems & give everyone a leg up at the start to be excited about without really making anyone all that much more powerful.</p><p></p><p>When the rules are strict the GM can grant boons that feel awesome & say things like "hey guys, I need you to listen up, your character needs to fit into this narrative box within the world" or whatever. If a particular player is ignoring their efforts to describe it they can just deny or reduce that boon.</p><p></p><p>In 5e level 1hp are max for the hit die plus con mod with +1/-1 at 12 & 8 giving a very small span breakeven so it's often going to be max or max+1 if not better, If the GM requires everyone to roll that level 1 hit die they are almost certain to wind up with less hit points than the "default". Doing it at later levels results in a push for "can I take the average if I roll less" might sound ok at first but the result is to raise the average considerably because now there's a 50/50 chance that they will do better than average & zero chance of walking away with less than the average.</p><p></p><p>When the rules are structured in a way that leaves the GM with no option other than to nerf the default & take away power they are already fighting an uphill battle before they can even describe the narrative box. Worse "I'm nerfing you so I can give some of it back with conditions" is a thing that rarely goes over well. 5e says the simplicity is to empower GMs to make changes but rarely leaves room for any change but a nerf unless you are going for one punch man levels of PC power.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8834026, member: 93670"] In 2e character creation step 6 is [spoiler="this"] Roll the appropriate hit die for your character. If the character is multi-classed, roll all applicable hit dice and average the results. Warrior 1d10 Priest 1d8 Rogue 1d6 Mage 1d4 [/spoiler] You do add/subtract hp for high & low constitution but it's +1/+2 at 15 & 15 and -1/-2 at 6 & 3 so will often be +0 with such a wide breakeven on that. With those rules it's just as likely to roll a 1 or 2 as average or max on the single hit die you are rolling. a GM allowing players to take the max on that hit die is choosing to avoid some problems & give everyone a leg up at the start to be excited about without really making anyone all that much more powerful. When the rules are strict the GM can grant boons that feel awesome & say things like "hey guys, I need you to listen up, your character needs to fit into this narrative box within the world" or whatever. If a particular player is ignoring their efforts to describe it they can just deny or reduce that boon. In 5e level 1hp are max for the hit die plus con mod with +1/-1 at 12 & 8 giving a very small span breakeven so it's often going to be max or max+1 if not better, If the GM requires everyone to roll that level 1 hit die they are almost certain to wind up with less hit points than the "default". Doing it at later levels results in a push for "can I take the average if I roll less" might sound ok at first but the result is to raise the average considerably because now there's a 50/50 chance that they will do better than average & zero chance of walking away with less than the average. When the rules are structured in a way that leaves the GM with no option other than to nerf the default & take away power they are already fighting an uphill battle before they can even describe the narrative box. Worse "I'm nerfing you so I can give some of it back with conditions" is a thing that rarely goes over well. 5e says the simplicity is to empower GMs to make changes but rarely leaves room for any change but a nerf unless you are going for one punch man levels of PC power. [/QUOTE]
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