I could use some help. I’m trying to come up with a solid and fair way of doing non-random hit points. Currently, I find myself torn between two different possibilities:
Method One:
3,4,5,6,7: Take the average and round up.
d4 = 3 hit points per level
d6 = 4 hit points per level
d8 = 5 hit points per level
d10 = 6 hit points per level
d12 = 7 hit points per level
At first level, you get max hit points, just like always
The good: It’s utterly fair. Just taking the average and rounding up.
The bad: I don’t feel like it differentiates enough. A d12 hit point character can have up to three times as many hit points as a wizard, but it’s just a bit more than double here.
Method Two:
3,4,6,8,9: Max –2, except for d4, where it’s –1, and d12, where it’s -3
d4 = 3 hit points per level
d6 = 4 hit points per level
d8 = 6 hit points per level
d10 = 8 hit points per level
d12 = 9 hit points per level
The good: I feel (but have no mathematical proof) that this maps a bit better to the hit point results that most home rules generate. Games that use “roll once, then reroll if you want, but you have to take it” or “Roll and reroll anything under the average” or “Roll and then take that or the average” will be skewed higher, and this reflects that.
The bad: This method might skew too much. I’m not sure.
Test cases: (using approximations of 25-point-buy characters)
Fighter4: Con14
Method One: 10 (first level) + (6x3 for levels 2-4) + (2x4 for Con) = 36 hit points
Method Two: 10 + 8x3 + 2x4 = 42 hit points
Cleric4: Con14
Method One: 8 + 5x3 + 2x4 = 31 hit points
Method Two: 8 + 6x3 + 2x4 = 34 hit points
Rogue4: Con13
Both methods: 6 + 4x3 + 1x4 = 22 hit points
Sorcerer4: Con13
Both method: 4 + 3x3 + 1x4 = 17 hit points
At mid-level:
Fighter9: Con15 (raised via item or level)
Method One: 10 + 6x8 + 2x9 = 76 hit points
Method Two: 10 + 8x8 + 2x9 = 92 hit points
Cleric9: Con14
Method One: 8 + 5x8 + 2x9 = 66 hit points
Method Two: 8 + 6x8 + 2x9 = 74 hit points
Rogue9: Con14 (raised via item or level)
Both methods: 6 + 4x8 + 2x9 = 56 hit points
Sorcerer9: Con13
Both Methods: 4 + 3x8 + 1x9 = 37 hit points
At high level:
Fighter16: Con20 (raised via items and levels)
Method One: 10 + 6x15 + 5x16 = 180 hit points
Method Two: 10 + 8x15 + 5x16 = 210 hit points
Cleric16: Con18 (raised via items and levels)
Method One: 8 + 5x15 + 4x16 = 147 hit points
Method Two: 8 + 6x15 + 4x16 = 162 hit points
Rogue16: Con14
Both methods: 6 + 4x15 + 2x16 = 98 hit points
Sorcerer16: Con14 (raised via level)
Both Methods: 4 + 3x15 + 2x16 = 81 hit points
I’m differentiating here on more than just the hit points – I’m trying to be realistic in assuming what people in a normal-magic campaign are likely to get. At level 16, that fighter’s Con is probably up to 20 from level-boosted-ability stuff and Con-buffing items, while the Cleric has probably gotten up to 18. These are pure guesses, mind you, and I’m open to criticism.
Which system do you think is fairer to all involved parties? Which one would you like to play, assuming that your DM said, “Hey, we’re doing non-random hit points”?
Thanks.
Method One:
3,4,5,6,7: Take the average and round up.
d4 = 3 hit points per level
d6 = 4 hit points per level
d8 = 5 hit points per level
d10 = 6 hit points per level
d12 = 7 hit points per level
At first level, you get max hit points, just like always
The good: It’s utterly fair. Just taking the average and rounding up.
The bad: I don’t feel like it differentiates enough. A d12 hit point character can have up to three times as many hit points as a wizard, but it’s just a bit more than double here.
Method Two:
3,4,6,8,9: Max –2, except for d4, where it’s –1, and d12, where it’s -3
d4 = 3 hit points per level
d6 = 4 hit points per level
d8 = 6 hit points per level
d10 = 8 hit points per level
d12 = 9 hit points per level
The good: I feel (but have no mathematical proof) that this maps a bit better to the hit point results that most home rules generate. Games that use “roll once, then reroll if you want, but you have to take it” or “Roll and reroll anything under the average” or “Roll and then take that or the average” will be skewed higher, and this reflects that.
The bad: This method might skew too much. I’m not sure.
Test cases: (using approximations of 25-point-buy characters)
Fighter4: Con14
Method One: 10 (first level) + (6x3 for levels 2-4) + (2x4 for Con) = 36 hit points
Method Two: 10 + 8x3 + 2x4 = 42 hit points
Cleric4: Con14
Method One: 8 + 5x3 + 2x4 = 31 hit points
Method Two: 8 + 6x3 + 2x4 = 34 hit points
Rogue4: Con13
Both methods: 6 + 4x3 + 1x4 = 22 hit points
Sorcerer4: Con13
Both method: 4 + 3x3 + 1x4 = 17 hit points
At mid-level:
Fighter9: Con15 (raised via item or level)
Method One: 10 + 6x8 + 2x9 = 76 hit points
Method Two: 10 + 8x8 + 2x9 = 92 hit points
Cleric9: Con14
Method One: 8 + 5x8 + 2x9 = 66 hit points
Method Two: 8 + 6x8 + 2x9 = 74 hit points
Rogue9: Con14 (raised via item or level)
Both methods: 6 + 4x8 + 2x9 = 56 hit points
Sorcerer9: Con13
Both Methods: 4 + 3x8 + 1x9 = 37 hit points
At high level:
Fighter16: Con20 (raised via items and levels)
Method One: 10 + 6x15 + 5x16 = 180 hit points
Method Two: 10 + 8x15 + 5x16 = 210 hit points
Cleric16: Con18 (raised via items and levels)
Method One: 8 + 5x15 + 4x16 = 147 hit points
Method Two: 8 + 6x15 + 4x16 = 162 hit points
Rogue16: Con14
Both methods: 6 + 4x15 + 2x16 = 98 hit points
Sorcerer16: Con14 (raised via level)
Both Methods: 4 + 3x15 + 2x16 = 81 hit points
I’m differentiating here on more than just the hit points – I’m trying to be realistic in assuming what people in a normal-magic campaign are likely to get. At level 16, that fighter’s Con is probably up to 20 from level-boosted-ability stuff and Con-buffing items, while the Cleric has probably gotten up to 18. These are pure guesses, mind you, and I’m open to criticism.
Which system do you think is fairer to all involved parties? Which one would you like to play, assuming that your DM said, “Hey, we’re doing non-random hit points”?
Thanks.