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

Hammerhead said:
We just use fixed hit points
d4: 3 hps a level
d6: 4 hps a level
d8: 5 hps a level
d10: 6 hps a level
d12: 7 hps a level

Everyone likes this method.
I let my players decide which method they want to determine their hps either by Hammerhead´s method or by rolled hps. If rolled hps is chosen no rerolls are allowed.
 

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I will not usually allow rerolls of a 1 unless they have been having really crappy luck and have been rolling ones for a few levels in a row. Basically if it looks like they are getting so far behind in HP totals they cannot be effective in the party, sympathy takes over and I let them either reroll or take the average rounded up.
 

Hello Guys,

Well usually i was according the average hp if someone roll bellow it. But with time i have see the fact that mostly all my players got much better HP (About 75 % of the maximum HP). When people have at least the average of the HD this seem to advantage class with d10 and d8 beside the class with d4 don't see much change to got a 2 instead of a 1 on a d4.

When people have more HP the balance of the system seem to be hurt. This make all spell with damage like fireball less usefull and this more hard for the caster class. The cleric have more trouble to heal all the character in the group because they have much more HP. People don't care anymore with Trap encounter because they are not as dangerous as they should be for their CR. The only way to help the wizard and cleric in these situation should be to give at least the average on each dice of healing and damage but this seem ridiculous to me.

Also if people have so more HP, the little weapon are less use because they simply do not enought damage and they don't use anymore the feat toughness because this doesn't worth it if u already have many HP.

Many of you will tell me to balance the monster and npc in consequense but the probleme is still there, if monster have more HP, the PC wizard spell who do damage are not that powerful and don't worth it a higher level. The light weapon don't worth it anymore. The cleric don't have enought cure to heal his group.

What do you think about this balance issue ?
 

Reroll one's (used this since Basic D&D) and if you get a second one I (as DM) roll and you get what you get. Rarely has this meant a PC ends up with a 1. The least I've seen is about 3.
 



I've used different methods

I) Convert the die. and 1's are rerrolled

d4= d4 (avg 3)
d6=d4+2 (avg 5)
d8=d6+2 (avg 6)
d10=d8+2 (avg 7)
d12=d10+2 (avg 8)

Doesn't bother me that d4 get shafted. But it does lead to massive hitpoints.

Other method I've used:

II) 1s are rerolled always. You can use 1 action point to reroll once per level.

III) 1s are rerolled always. You can use Hero points (different from action points, usually awarded for good RPing ala Star Wars d20 force Points) to reroll. You can use as many hero points as you wish. I once used up 3 hero points with this method. I rolled a 1 (reroll) a 3 (hero point) a 2 (hero point) a 2 (hero point) 12. I wasn't taking a 3 for my d12. ;)
 

I let the dice fall where they may (1st level, however, gets max hp). I do the same for my main NPCs. Over time, this tends toward being indistinguishable from average hp anyway.

I don't think that rolling and letting the dice fall where they may makes a mockery of different hit dice types. If that barbarian rolls a couple of low hps for a couple of levels, then he had darn well better be sure to learn to be a survivor. That's the bottom line. Adapt or die.
We've had wizards with nearly as many hp as the front line fighters, sure. I don't see that as a drawback for the campaign or the game. It does mean that the party has to be more judicious about the fights it picks and how long it fights before finding a place to rest. It also means that the fighter will almost certainly be pressing the wizard to make him an amulet of health...
 


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