How do you guys do Hps? And why?

How do you do Hps in your campaign?

  • Roll the die and hope for the best.

    Votes: 67 45.3%
  • Living city 3/4 static each level.

    Votes: 12 8.1%
  • Living GreyHawk 1/2 +1 static.

    Votes: 23 15.5%
  • Other.

    Votes: 46 31.1%

Roll twice, take the best of the two.

I'd also probably let someone reroll if they came up with a pair of ones, but it hasn't happened. I'm such a big softy -- I like PCs to live, so I can "challenge" them some more. :D
 

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Campaign I play in: Roll twice, take best. Very lethal campaign, running City of the Spider Queen. We've needed the HP.

Campaign I run: Single roll, hope for the best. Not as lethal. I haven't been doing much in the way to customize opponents, though that's starting to change...
 

Wow guys, thanks for the responses. Alot of good points here.

Only thing I can say to Drawmack is I am not talking about the average, that would be ok, I am talking about a tank class getting really bad hps rolls. Sure he can spend feats to make up for it, <MOTW>, but he isnt using those feats the same way a fighter who got boned on his rolls would.
 

In our campaigns, the player rolls. He can then choose to keep his roll, or take what the DM rolls (secretly) for him. We don't often have 1's, but it does happen. It's a good game of chance, too. You could roll a '3' on a d10, take the DM's roll, and get stuck with a '2'.

It's worked very well for us.
 


In our game, you get the option of rerolling once, no matter how high the first roll is.

But if you choose to reroll, you're stuck with the second roll, even if it's lower than the first.
 

Mordeth said:
What I dont understand is the random factor away from combat.

You dont roll for feats.
You dont roll for skill points.
You dont roll for class abilites.

Away from combat, I "think" that is the only rolls that we do on our character sheets. I just dont feel its balanced that person can play a fighter for example, and be crippled by ba hp rolls. The HP is the meat and drink of a tank class. How many sorcs would play the class if they had to roll for how many spells the coul cast at each level? "Damn, I can only cast 1 1st level spell and 2 2nd level spells at 4th :("
Well said. This is the central issue. Why are HPs the only permanent "stat" that is randomly determined? It makes about as much as determining AC randomly (e.g. base it on a permanent roll of d20 or 3d6 instead of always using 10... If you roll 15, good for you, your AC will be always be 5 points higher than normal. If you roll 5, it's just too bad.)

Personally, I prefer a fixed number of HPs that matches the expectation of rolling except 1st level:
1st: Full HD. Even: HD/2+1. Odd: HD/2.
...except for 1st level, this is what the MM uses for monsters.

Alternatively, the randomness can be reduced by rolling three dice and taking the middle number. This gives the same average number of HPs but the variation is much lower. The chance/risk of rolling max/1 is reduced the most. (This can also be used as a variation for "take 10" on skill checks etc.)

The formula for probabilities is: Prob = [(Roll-1)*(Die-Roll)*6+(Die-1)*3+1] / [Die^3]

Except for rounding errors this gives the probabilities:
d4: 16% 34% 34% 16% (instead of all 25%)
d6: 7% 19% 24% 24% 19% 7% (not all 17%)
d8: 4% 11% 16% 18% 18% 16% 11% 4% (not all 12.5%)
d10: 3% 8% 11% 14% 15% 15% 14% 11% 8% 3% (not all 10%)
d12: 2% 5% 8% 10% 12% 12% 12% 12% 10% 8% 5% 2% (not all 8%)
d20: 1% 2% 3% 4% 5% 6% 7% 7% 7% 7% ... (not all 5%)
 

Both the DM and the player roll a die, rerolling if less than half the maximum result; take the better result. Generous, but we need it in our campaign.
 

I'm all for the avarage hitpoints system. Why?

Most people (especialy the younger gamers) dont notice that the whole game is build around the fact that balance comes through avarage scores and a certain maximum of shifting possibilities.

You can believe me when I tell you from my experience that D&D as it is now, only works out well when you accept this fact.
Hit points are a VERY essential part in good balace and realism. There is no reason for dice rolling including the option for re-rolling and because its delusion in the end. throw the same dice 20 times works out in an avarage result anyway, fudging (re-rolling) the dice isnt the way to go really. In fact it would be way more straight to take maximum hit point then. I think the fact that players get the first hit die FULL is a big bonus allready as it gives you the hitpoints for two levels in one.
I mean where is the point in complaining throwing a 10 in level 2 and throwing a 1 in the next level??? It works out in AVERAGE and everyone can be happy ith it. Thats why true players have the courage and integrity to take avarage from the start

I'm a proud avarage hitpoint player and 32 pointbuy system fan.
Ok I stop preaching now.......;) :p :D :cool:
 

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