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Hit point generation methods
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<blockquote data-quote="jeffh" data-source="post: 1902310" data-attributes="member: 2642"><p>Heres another idea I've occasionally considered:</p><p></p><p>Roll 1d6 and whatever you would roll under the normal rules, and take the higher result. Cuts down on really poor rolls and really materially helps mages, but won't have much effect on the people at the high end.</p><p></p><p>Any number of variants are possible. For example, you could make the second die depend on race; dwarves might get a d8 or their normal die, whichever is better, while halflings would get a mere d4 for their "plan B" die. I suspect this is unbalanced under 3E, (it helps races that are already good more than ones that are currently a little weak, under the most obvious implementation) but it's a theme that could be played around with. </p><p></p><p>Or if you dislike variance and want to reduce the difference betwen classes somewhat: Roll a d6, a d10 (or d12) and whatever you would normally roll, and take the middle result.</p></blockquote><p></p>
[QUOTE="jeffh, post: 1902310, member: 2642"] Heres another idea I've occasionally considered: Roll 1d6 and whatever you would roll under the normal rules, and take the higher result. Cuts down on really poor rolls and really materially helps mages, but won't have much effect on the people at the high end. Any number of variants are possible. For example, you could make the second die depend on race; dwarves might get a d8 or their normal die, whichever is better, while halflings would get a mere d4 for their "plan B" die. I suspect this is unbalanced under 3E, (it helps races that are already good more than ones that are currently a little weak, under the most obvious implementation) but it's a theme that could be played around with. Or if you dislike variance and want to reduce the difference betwen classes somewhat: Roll a d6, a d10 (or d12) and whatever you would normally roll, and take the middle result. [/QUOTE]
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