How do you determine hitpoints?

How do you determine hit points for PCs?

  • Everybody gets max -- it's a field day for Dwarven barbarians

    Votes: 7 4.8%
  • Everybody gets median -- maintains CR balance while avoiding terrible low rolls

    Votes: 53 36.1%
  • Random roll, just like in the book. I like chance to be a big part of the game.

    Votes: 87 59.2%

We've been using this system for 20+ years and it works well. Everyone gets max points at first level and then rolls normally after that. This way the d4 magic user doesn't get snuffed in the first ten minutes of the game. I tend to be a very slaughter-happy DM so my players need all the help they can get! :D
 

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First level, max, of course. Then after that, random, though if the player doesn't like his roll, he can ask the DM to do a second roll (which is final).
 

Max HP at 1st level, rolled at levels 2+...but I allow a single re-roll if you roll a "1".

BTW, you may be interested in how the RPGA campaigns do it. You get max HP at 1st level (and, at 2nd, in at least one campaign)...then, at levels 2+, you get a fixed amount.

That fixed amount varies by the campaign:
- In Living Greyhawk, it's (1/2 max)+1, so a barbarian (d12) would get 7, a rogue (d6) would get 4, etc. (you add the Con bonus after that).
- In Living Arcanis, which is known to be a tougher campaign, you get max HP at levels 1-3, then 75% (round down) of max at levels 4+, so a barbarian would get 9, a rogue would get 4, etc. (and, again, add the Con bonus to that).
 




1st level- Max points on hit die + con bonus
After that- If you roll a 1 or 2, do a re-roll, although 1 or 2 three times in a row means a keeper. Exception: d4 classes only do a re-roll on a 1.

I like the averaging idea. Might use that one!
 

I'm thinking of changing to max HP at first level, then a set 2 HP (+/- Con bonus) per level thereafter. For a more realistic, grim-n-gritty game where HP is more a measure of actual health than heroism, luck, or what-have-you. Then possibly use some sort of luck point system to simulate the heroism aspect of the game. Any opinions or experience with this kind of system?

ironregime
 

Joshua Dyal said:
I'm surprised to hear all these solutions that prevent cheating--are cheating players really a common problem?

It's a huge, important permanent part of the character that impacts survival directly. I expect there's also a lot of cheating (in some quarters) on stats. I'd bet that some people who would never cheat on a roll in game would cheat on stats because it's so permanent.

Hit Points are even worse, because unlike stats there's no bell curve to group scores around the mean--they're an entirely linear distribution. So it takes away all the player's control over how tough their PC, and makes it not just a little random, but VERY random.

That said, I don't think my players cheat. My reasons are more dislike of randomness and desire for PC survival generally.

-C.
 


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