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Hitpoint Mechanic Analysis
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<blockquote data-quote="Ainamacar" data-source="post: 5922386" data-attributes="member: 70709"><p>This is a really interesting thread, so I did the same analysis as [MENTION=882]Chris_Nightwing[/MENTION] for some other potential hit point systems. In particular, these values are the hit points that derive from rolling only.</p><p></p><p>1) The playtest method. Due to the nature of this method, the probability tends to be concentrated at the minimum allowed value for the roll.</p><p>2) The "multiroll" method. In this method you reroll each hit die until you get a value greater than or equal to Con modifier. Note that this means the probability of each of the allowed values occurs with equal probability. For example, a d6 and a Con mod of 3 would mean that 3, 4, 5, and 6 each have a 1/4 chance of being picked.</p><p>3) The [MENTION=694]Jack Daniel[/MENTION] method 1. That is, one adds Con mod to the roll, but the result is capped at the largest value of the die. This concentrates the probability at the largest hit value of the hit die. For example, a d6 with Con mod of 3 would result in 4 and 5 each with a 1/6 chance, and a 2/3 chance of a 6.</p><p></p><p>These are grouped by modifier and by hit die. I've kept the same color-coding and scaling as the original images, so hopefully comparisons will be easy.</p><p></p><p>[sblock]</p><p><img src="http://www.pa.msu.edu/%7Egranlund/ENWorld/hd1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p><p></p><p>[sblock]</p><p><img src="http://www.pa.msu.edu/%7Egranlund/ENWorld/hd2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p><p></p><p>These are actually 3 really useful edge cases because the probability is concentrated at the minimum allowed value, distributed equally, or concentrated toward the value of the HD. Clearly the playtest method is the one which will result in the lowest hp totals and keeps the total range hp between classes the tightest, but it also means that high hd classes get less benefit proportionally, although these will generally still have higher hp totals.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5922386, member: 70709"] This is a really interesting thread, so I did the same analysis as [MENTION=882]Chris_Nightwing[/MENTION] for some other potential hit point systems. In particular, these values are the hit points that derive from rolling only. 1) The playtest method. Due to the nature of this method, the probability tends to be concentrated at the minimum allowed value for the roll. 2) The "multiroll" method. In this method you reroll each hit die until you get a value greater than or equal to Con modifier. Note that this means the probability of each of the allowed values occurs with equal probability. For example, a d6 and a Con mod of 3 would mean that 3, 4, 5, and 6 each have a 1/4 chance of being picked. 3) The [MENTION=694]Jack Daniel[/MENTION] method 1. That is, one adds Con mod to the roll, but the result is capped at the largest value of the die. This concentrates the probability at the largest hit value of the hit die. For example, a d6 with Con mod of 3 would result in 4 and 5 each with a 1/6 chance, and a 2/3 chance of a 6. These are grouped by modifier and by hit die. I've kept the same color-coding and scaling as the original images, so hopefully comparisons will be easy. [sblock] [IMG]http://www.pa.msu.edu/%7Egranlund/ENWorld/hd1.png[/IMG] [/sblock] [sblock] [IMG]http://www.pa.msu.edu/%7Egranlund/ENWorld/hd2.png[/IMG] [/sblock] These are actually 3 really useful edge cases because the probability is concentrated at the minimum allowed value, distributed equally, or concentrated toward the value of the HD. Clearly the playtest method is the one which will result in the lowest hp totals and keeps the total range hp between classes the tightest, but it also means that high hd classes get less benefit proportionally, although these will generally still have higher hp totals. [/QUOTE]
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