Skyscraper
Adventurer
I'm contemplating the following house rule for flat hit points gained per level after the first. I'll ignore the rule that allows to roll HP values for the purposes of this thread, if you like rolling, that's fine - I do to, but I want to try fixed values and see what comes of it.
The rule consists of using a fixed value of HP gained at each level, equal to 2/3 of the Hit Dice. It requires a variation of HP gained in increments of three levels. Depending on class hit die, we would then have hit points gained, at each group of 3 levels starting at level 2:
(hit die = d6): 4/4/4...
(hit die = d8) 6/5/5...
(hit die = d10) 7/7/6...
(hit die = d12) 8/8/8...
This is instead of the flat [half HD value + .5] that is presently the rule.
The flat +.5 rounding up for HP gained at each level, is advantageous to classes with the lower hit dice because .5 HP per level is a greater fraction of their hit die than those classes with the higher hit die. So it closes the gap a bit between classes. With this alternate method, the classes with the higher hit dice get more HP out of their levelling up. Actually, everyone gets a bit more HP at each level, except the classes that have a d6 as their hit dice. So it gives a bit of an advantage to classes with higher hit dice, but I think it's interesting, it emphasizes the resiliency of those classes.
Thoughts?
The rule consists of using a fixed value of HP gained at each level, equal to 2/3 of the Hit Dice. It requires a variation of HP gained in increments of three levels. Depending on class hit die, we would then have hit points gained, at each group of 3 levels starting at level 2:
(hit die = d6): 4/4/4...
(hit die = d8) 6/5/5...
(hit die = d10) 7/7/6...
(hit die = d12) 8/8/8...
This is instead of the flat [half HD value + .5] that is presently the rule.
The flat +.5 rounding up for HP gained at each level, is advantageous to classes with the lower hit dice because .5 HP per level is a greater fraction of their hit die than those classes with the higher hit die. So it closes the gap a bit between classes. With this alternate method, the classes with the higher hit dice get more HP out of their levelling up. Actually, everyone gets a bit more HP at each level, except the classes that have a d6 as their hit dice. So it gives a bit of an advantage to classes with higher hit dice, but I think it's interesting, it emphasizes the resiliency of those classes.
Thoughts?