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

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.
Huh, is this variant in the DMG?
 

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GlassJaw said:
Roll twice, take the highest.

Simple, effective, and everyone seems to like it. If you get two bad rolls, you can't say you didn't have a chance.

Exactly what I use for my campaigns. These guys are exceptional, after all!
 

Reroll all HP each level

I used to get my players to re-roll all their HP dice each level. They always get a minimum of one HP extra each level. It has the advantages of randomness in the short term and avergage results in the long term.

Generally if you roll extremely well one level you will get little the next level and if you roll badly one level you get a good boost the next level.

Richard
 

We also use the "roll twice, take the best result" method. It gives a 75% chance of a better than average result.

Cheers,
Vurt
 

First Level: Max HP

For every consecutive level, the players get one roll. They can either take the result or have the DM roll one more die. If they choose the latter, they must take the second result.

Sure, there's the possibilty for low rolls, but it keeps an element of "gambling with fate" in the game. Seems to have worked out well over the years.
 

Max HP to level 5, then reroll 1s

When my players started hitting epic levels, I started allowing them to reroll 2s as well.

I can honestly say I haven't noticed anything game breaking about it- they've still been killed via hit point damage many times.

I played a wizard once who had 10 HP by 6th level- not fun! :eek:

Ellie.
 

Max.

I've playe too many games where your life force isn't some random factor and it's still one of the points of D&D I don't like. Having a d12 hit dice that's random means that the mage with the d4 hit dice may have more hit points than you, which is just silly.
 


The player rolls a die, I (the DM) roll a die, the player takes the higher. Should both roll a 1, I will re-roll once, but if the third roll is also a 1, then it's just meant to be ...

This serves a two-fold purpose. One, it minimizes the risk of a character getting stuck with a crappy HP roll. Two, it makes the players think I'm a merciful DM.
 

I haven't read the whole thread, so apologies if this was suggested already. I think I got this idea here (well, actually Eric's site back during 3E's beginnings).

At first level, max as per usual. But after every level, you roll all of your hit dice, including your first level. If the total, including Con bonus, is higher than the previous total, you take it. If it was lower or equal to your old total, you take the old total plus 1.

Example: My lvl 1 Rogue with 10 Con has 6 hp. 2nd lvl, roll 2d6 and get a 8. So he has 8 hp at 2nd lvl. At 3rd, 3d6 gets him a 16, so his new hp total is 16. 4th, 4d6 he gets 15, so at 4th he has (16+1) 17. And so on.

It allows for randomness, decreases the chance of a low hit point total, allows a low roll to become a better one as levels are gained and makes it difficult to capitalize on a lucky roll for the life of the PC.
 

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