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HP: how many per level?

Zogmo said:
As above so below.
My players for years have enjoyed my rule of maximum hp at each level up to tenth.

They do roll for ability stats but if something comes out low that's ok because they can role play around it. But low HP just leads to feeling a bit unheroic and fragile.

Of course it's always fun to see how long before somebody realizes the monsters get the same treatment. :]
That nerfs evokers pretty bad.
 

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Zogmo said:
Really? Hmm. This might be something I either never noticed or didn't know. In what way? :)
Presumably because evokers are especially focused on damage-dealing spells, and the spells will be less effective against enemies that have max hp.
 

We've always rolled HP like this: Roll your hp, if you are unsatisfied you can roll the next lowest dice as many times as you want until it's a d4, and then whatever you roll you're stuck with. So d12->d10->d8->d6->d4. It has always seemed completely fair because you trade a reroll for a reduction in the max you can get.
 

dalak said:
We've always rolled HP like this: Roll your hp, if you are unsatisfied you can roll the next lowest dice as many times as you want until it's a d4, and then whatever you roll you're stuck with. So d12->d10->d8->d6->d4. It has always seemed completely fair because you trade a reroll for a reduction in the max you can get.

I'm assuming you mean you can roll the next die below the one you're using once and either take that roll or move to the next smaller die? Wash, rinse, repeat until you arrive at a d4 and then you are stuck with what you get? I'm a little confused by your use of the expression 'as many times as you want.'
 

shilsen said:
Presumably because evokers are especially focused on damage-dealing spells, and the spells will be less effective against enemies that have max hp.

Well, if that's the case then it's alright. I was thinking there were some game mechanics I was actually breaking or not following. There are so many books out nowadays it's hard to keep up with all the rules and such.

I do however run a tough dungeon, but I am very fair. Though over the years many a PC have died I have never killed someone because there was no solution to a situation, no matter how tough the encounter.

Their characters may die but the players learn and grow. They become better at strategy and tactics and learn how to really work as a team.

I also reward only half of the experience points of what the books suggest. I have had complaints from people who haven't yet played in my campaign but they soon seem to forget the leveling up and become much more anxious about the next chapter in their characters life.

I know for a fact that my players feel they have really earned every single gold piece and experience point. By being a smart gamer they end up with character's who have come through harrowing situations and even crossed deaths boundaries to live to a ripe ol' epic age.

These players are the one's who have a true attachment to their characters. It seems to mean something more to the players than it just being a game.

Seeing people excitedly retelling these adventures (even one's in which they had died) in fantastic detail as if they themselves had done the deeds is my reward.
 


I mandate players roll hit points, but can wind up with no less than half full hit points. Thus a Fighter that rolls a 3 for hit points, can hand wave the roll to a 5.

Nothing sucks worse than when the tank blows his hit point roll.
 

PCs roll their hit points as do major NPCs. Rank and file NPCs and general monsters get average hp.
 

airwalkrr said:
As an aside though, fixed hp does make D&D more of a wargame and less of a roleplaying game. As long as you don't mind that, go for it.

I'm not saying I completely agree, but I can see where this is coming from. Wargames involve pieces that generally have predictable or even uniform durability. D&D games with fixed hit point gains would also have characters with predictable durability. And fixed, predictable hit point gains also eliminate role-playing possibilities such as the tough-guy with a surprisingly glass jaw (because of low hit point rolls).

I think that's a far cry from actually taking the D&D RPG and making it a wargame, but I can see how such a connection can be made.
 

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