Haltherrion
First Post
We're generous. For a dN, we use N/2+dN/2. So a d6 is 3+d3. D12 is 6 +d6.
It gives everyone reasonable hitpoints but more importantly, it reduces the variance. As a ref or a player, higher variance is more trouble than a higher average. Higher average with low variance is easily compensated for with a little more challenging battles. But high variance with nominal average means that it is easy to kill some poor PC whose only fault is bad luck on hit dice roles.
I guess I'll have to own up to a little more negative reason for this as well. I've refereed many players over the years. Most are honest. My current batch is quite honest. But in any nominal group of players, there always seems to be at least one who is mysteriously lucky. I don't really believe in long term luck over many die rolls. These folks are fudging. And if they fudge anything, they'll fudge their hit points. The above system, by providing lower variance on that very important stat, hit points, gives the fudgers less of an advantage.
It gives everyone reasonable hitpoints but more importantly, it reduces the variance. As a ref or a player, higher variance is more trouble than a higher average. Higher average with low variance is easily compensated for with a little more challenging battles. But high variance with nominal average means that it is easy to kill some poor PC whose only fault is bad luck on hit dice roles.
I guess I'll have to own up to a little more negative reason for this as well. I've refereed many players over the years. Most are honest. My current batch is quite honest. But in any nominal group of players, there always seems to be at least one who is mysteriously lucky. I don't really believe in long term luck over many die rolls. These folks are fudging. And if they fudge anything, they'll fudge their hit points. The above system, by providing lower variance on that very important stat, hit points, gives the fudgers less of an advantage.