KarinsDad said:
I fail to see how this is really important.
Which is obvious by your analysis. [Not meant as a slam, by the way. It is meant to point out that you immediately jump to a mathematical analysis when my comment is not based on a mathematical assertion.] The difference is not a numerical one, it is a motivational one. I don't like players making decisions based on numbers. I'd rather players make decisions based on flavor. Granted, I do expect them to make decisions that make sense for their character and that often means looking at the numbers just to make sure you aren't screwing your character over! There's nothing wrong with looking at the numbers to make decisions, of course.
[Sblock=A look at the numbers anyway]
Say we've got a fighter 10 / barbarian 10 who started with fighter. If you use my system you end up with 10 + (7*5) + (8*4) = 77 HP from the fighter levels. From the barbarian levels you get (9*10) = 90 HP. So you get 167 total, plus CON and possible feats of course.
If you use a round up on odd character levels and down on even character levels type system they could always choose fighter on odd and barbarian on even. That makes 10 + (8*9) = 82 from the fighter levels. Of course we still have the (9*10) = 90 from the barbarian levels. Of course, the total is 172, or a difference of 5 HP.
I'm not really interested in quibbling over 5 points. Who cares about a difference that small at such high levels? What would bother me is that a player would go to such lengths to plan character development around this type of logic rather than build the character as the RP presents itself. Under my system, it eliminates the necessity to plan character advancement to a powergamer extreme. They could end up at fighter 10/ barbarian 10 using any path and end up with 167 HP (assuming they start with fighter. Starting with barbarian should give 12 + (9*9) + (7*5) + (8*5) = 168 HP. [/Sblock]
But then again, the reason why I have gone away from rolling HP is because my group honestly favors RP over rolling. I prefer to play in systems that support players making flavor decisions over statistical decisions. In my view, a 5 point difference is not nearly as significant as why the player is making the decisions to take a level at level up.
I'd rather allow the player to get to that fighter 10 / barbarian 10 using any path they want than having to pick fighter at odd levels to ensure the largest HP total. There isn't anything wrong with either way, I just want players to make the decisions flavorwise, not powerwise.