Dragonblade
Adventurer
Mistwell said:Like I said, at high level that system will break. The actual die used for hit dice is built for averages, not maxes. A d12 HD averages 6.5, which is not that far off of 2.5 for a Wizard, a 4 point difference. But when maxed, it's 12 vs. 4, it's an 8 point difference (double the average), which IS that far off. Done over many levels, it makes a big difference.
RAW provides a good system for averaging hit points. I don't see why you would go for max, knowing in advance the system isn't predicated on that sort of assumption. Particularly in a thread where you are criticizing people who use rolled hit points and implying your method is more the norm, when apparently it wasn't even the norm for your own games!
Even at high level it wouldn't be a problem. I have played in and DMed epic games (up to 40th level) before where we experimented with similar rules. It worked fine. Whether you have 200 hp or 400 hp, a couple of Winter Wights will still kick the snot out of you. It will just take them a couple of extra rounds.
I'm not necessarily criticizing people who use rolled hp, I'm just surprised that people still play by the RAW because in my opinion, its broken, unfair and unfun. A fighter who rolls a 1 for hp over multiple levels no longer has the hp to function as a fighter. Especially at higher levels where high damage attacks are more common.
And DMs who don't allow that total to be adjusted? Sorry, but thats bad DMing. Period. The game itself should help prevent such bad DMing by not allowing for the possibility of subpar hp. Like I said before, randomness in combat is fine. Randomness in characters stats and hp is not. A fighter of the same level should NEVER have less hp than the wizard. Should never have even the chance of having less hp, IMO.
I run a tough game. I have TPKed the party before. Despite the PCs having max HP, 84 point buy stats and in some cases despite the fact that they also played gestalt characters! But when they died it was always due to foolish tactics or poor planning. They never died because their characters weren't up to the challenge. So my game may seem "munchkin" to some people. But its as gritty as anyone's game.
The key though is my players feel like they are real epic heroes. They feel like they have options they wouldn't have in another game with a stricter DM. But the game is still tough and challenging. My players love it. I have never ever had a player whine that his character was too weak. Likewise, no player has ever whined that the adventure was too hard when they died. I play D&D to have fun, but most importantly I make sure my players have fun too.
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