Fellow DM, How do you handle Hit Point at each new level ?

Ravellion said:
DO none of you who give out more hp than average find that evocation spells and weapon damage become less attractive (relatively) to save-or-X spells?

I give out half the die number per level (which is half a hit point per level lower than average).

Rav

Yes and No. Save or X are more effective, but I don't use many Save or die spells. I actually used a method that gave mor hps as an experiment. At least it allows for slighlty longer combats. I'll probably return to my regular method (roll, only 1s are rerolled) which just raise the averae by 0.5 hps.
 

log in or register to remove this ad

In one of my campaigns, I've been using a modified system that is loosely based on the system that Mongoose used for Babylon 5. In a nutshell, players begin at first level of a class with a random number of hit points, say 1d8+4, and then only get 1-3 hit points each level after depending on their class. They get no bonus hp from Con. This has the effect of making combat more deadly and forces players to think a little more. The monsters also have their hp reduced as a balance, but it doesn't have as much effect on them.


We've been doing this for over a year and a half now and it works fairly well.
 


MoonZar said:
When your player character are level up and they roll a 1 on the Hit Point dice, do you allow them to roll again or do you have houses rules about how to handle HP ?
Nope. They roll once, take it, and like it.
 

Rel said:
We use the "player rolls and GM rolls secretly, player picks what he rolled or what's behind door number 3" method. It's worked well for us.

The effect of that system should be identical to "You can roll again but have to keep the second roll." The only real difference is whether the player can read the GM's face (or the GM lets them).
 

I allow the player to either pick half or roll, the smaller the hit dice, the safer it is to roll, obviously.

In our Midnight campaign, we altered it a bit and allow the person to take half if the roll was less than that, but that's a tough place to live.
 

In my games since 3E started, the player rolls fall where they may (with full hp at first level) but if the player doesn't like the roll, then they can ask the DM to toss a die for them (usually behind the screen) and then, without seeing it, decide if they want their roll or mine. Of course, if they rolled a '1' they have nothing to lose, but they could still get a '1'.

After I started doing that, when other players would DM, they started doing it as well. Given the importance of hit points, it is just a nice little thing to have in there.
 


Heres what I do:

Starting characters
Maximum hit points allowwable for starting character (includes racial and class hit die). Eveven if they're starting higher than level one. No character can start the game with a an ECL of higher than +5.

Leveling up
I let the player roll for hit points, is they roll above the half mark, they keep that result.
If they roll below the half mark, they get hallf the dies' maximum result.
 
Last edited:

reanjr said:
Unless I missed it, I haven't seen anyone post the reduced die method. After you roll, if you are unhappy, you can roll again on a die that is one type lower (d12->d10). d4 goes to d2.
We used this for a long time and my observation was that it really helped the d12 barbarian the most while the wizard the least. I still like it but right now I'm going through a "back to basics" phase of core rules. - 4d6 or 25pt buy.
 

Remove ads

Top