Hit point generation methods

d4=1d3+1
d6=1d4+2
d8=2d3+2
d10=1d6+4
d12=2d4+4

I did something similar in a higher-power campaign:

Players could either take the mean+1 (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12) or roll one lower die and add 2 (1d4+2 for d6, 1d6+2 for d8, etc). d4 had to roll normally.

For the current campaign I'm running (Dungeon Adventure Path), I'm keeping it simple: roll twice and take the highest. I like it and the players seem to as well.
 

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marcq said:
We're generous. For a dN, we use N/2+dN/2. So a d6 is 3+d3. D12 is 6 +d6.
I really like that, actually. I might use that in the future.

In the Eberron game I play in, we can roll OR take the x from dx hit die divided by 2 and +1. So, for my ranger character, I'd either roll or take 5 hit points. At second level I rolled low (3 hit points, for a total of 11 - no Con bonus or penalty) but going to third level I took a level of Barbarian and rolled an 11, which put me back on track for my character. That seems still too arbitrary to me, though. I wasn't happy with having 11 hit points, yet able to deal more damage in melee than the warforged fighter. It wasn't my character's concept that I am afraid to get into melee because I don't have jack for hit points. Luckily for me, I got a good roll on my barbarian level, though. [whew]

In the game I run, I do a simple roll twice and take the best score. No special rules about "must take the second roll" or anything like that; in fact, I think most of my players toss two dice at the same time.

But I really like marcq's method quite a bit. It keeps the fun of a slightly randomized roll, yet eliminates any really bad results that would potentially hinder your character concept.
 

I play in 2 campaigns.

In the first one you either roll or take average. And that's it :)

In the other one, you roll the dice. If you don't like the result, the DM roll the dice and you get stuck with that result.
 
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Thanks to this thread my DM has rethought and decided to give us the option of rolling and taking the pure result *or* just taking the average -0.5. I'm thinking to take the average for my 2nd level of Barbarian and probably the 3rd level as well.

He's not understanding and thinking I'm a wimp not to roll, but IMHO a 1 or 2 result is going to hurt me more than a higher result would help.
 

I've always used this method (for D&D 3.x):

d4 minimum value of 1
d6 minimum value of 2
...
..
d12 minimum value of 5


...seems to work great at all levels ;)
 

In one game I play we use roll 2 dice at the same time take the best, but in the game I run we use roll one dice but take the average (-0.5) if thats better. Both use full HP at first level and both seem to work well.

I'm considering introducing some sort of HP 'training' (one birthright game i played in had something on this track) as I want to give the players reasonable amouts of downtime between adventures, for item creation mainly, but I dont want the other characters to be pestering the crafters to hurry up. however as of yet I havent though of a system that i'm happy with.

At the monment i'm thinking something on the lines of

1 day per ECL and 50xp per ECL for each HP

obviously capped at the normal maximum, though i'm not certain about the figures and i'm also not sure if i should include a feat as a preq for HP training, seeing as the crafters need a feat.
 

In the P&P game we have a re-roll (done by the DM), but if we decide to take that the result stands.

In my PbP I let players roll normally (max hp on 1st and 2nd level, however; PCs started at 2nd), but if they roll below HD/2 they get that instead, so no really bad rolls happen.

Bye
Thanee
 

I use
d4=d3+1
d6=d4+2
d8=d5+3
d10=d6+4
d12=d7+5

With the further adjustment that they can't roll 1's on consecutive levels. That means they are gauranteed average HPs. It gives them an average of 75% max which everyone is happy with.

If encounters get too easy for them I can always bump up the CR or give the monsters extra HPs. Better that than fragile characters that aren't fun to play as a player or coddle as a DM.
 

Average OR roll.

Our games have used various methods. Our longest running game is using the even levels -0.5, odd levels +0.5 method OR roll once (and take the result no matter what it is). This has resulted in most of the group rolling for the even levels and taking the average +0.5 on the odd levels. Overall, this has worked well as it works out to having the characters with an HP total of just above the average, but no one is massively over or under powered (and has the odd side effect of having out wizard with a relatively high HP total on average, due to the very small variance in a d4 roll). This is a nice compromise for those who don't like to roll and those who do. It is their (the players) choice if they want to take the risk for a higher total.
 

Roman said:
In my game players reroll get to reroll like this:

d4: reroll 1s
d6: reroll 1s and 2s
d8: reroll 1s, 2s and 3s
d10: reroll 1s, 2s, 3s and 4s
d12: reroll 1s, 2s, 3s, 4s and 5s

Yes, I know it is generous, but I like it that way.

Not bad -- I just let my players the HP they want. Since I allow this with stats as well I have had very good results --

If I think rolls are needed I just go "reroll less than half" or sometimes set at 75%
 

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