Manzanita
First Post
I have some thoughts on this that haven't been mentioned.
1. Doing your HPs by the "Greyhawk" method may result with each die class getting a different percentage of maximum HPs, but it does retain the average differential between dice, which is important. (By this I mean, the average for a d6 is 3.5; the average for a d8 is 4.5, a difference of 1, which is retained if you take a 4 for d6 and a 5 for d8). If the percentage difference bothers you, you could round up at odd levels, then down on even levels, which would give everyone basically 50% of max for levels after 1. (So for wizards, they would get 4HPs@1st , 3 @2nd, 2 @3rd, 3 @4th etc.
2. The designers of the game had to make some sort of assumption of how many HP/die would result for game balancing purposes. For instance. If you were to give 75% HPs/die or max HPs/die, a d12 Barbarian will come up 2 HPs ahead of a fighter per level, which comes to 4 HPs for 2 levels. A fighter gains a feat every other level. If you say a feat is equivalent to 3 HP, then not only is the barbarian getting 4/3 the feats as a fighter, but also the various other advantages of their class.
Thus from a game balance perspective, I think whatever HP method you use, the difference between the average gained from a d12 should be 1 HP higher than for a d10, and likewise for the other die classes.
I realize some groups don't put as much stock in game balace as others. I'm of the school that I like my players to be pretty well balanced, or at least have that oportunity. HP rolls can really make or break a PC more than I care to risk. But if you keep it stricktly random, then you're not disturbing the inherent checks and balances of the game.
1. Doing your HPs by the "Greyhawk" method may result with each die class getting a different percentage of maximum HPs, but it does retain the average differential between dice, which is important. (By this I mean, the average for a d6 is 3.5; the average for a d8 is 4.5, a difference of 1, which is retained if you take a 4 for d6 and a 5 for d8). If the percentage difference bothers you, you could round up at odd levels, then down on even levels, which would give everyone basically 50% of max for levels after 1. (So for wizards, they would get 4HPs@1st , 3 @2nd, 2 @3rd, 3 @4th etc.
2. The designers of the game had to make some sort of assumption of how many HP/die would result for game balancing purposes. For instance. If you were to give 75% HPs/die or max HPs/die, a d12 Barbarian will come up 2 HPs ahead of a fighter per level, which comes to 4 HPs for 2 levels. A fighter gains a feat every other level. If you say a feat is equivalent to 3 HP, then not only is the barbarian getting 4/3 the feats as a fighter, but also the various other advantages of their class.
Thus from a game balance perspective, I think whatever HP method you use, the difference between the average gained from a d12 should be 1 HP higher than for a d10, and likewise for the other die classes.
I realize some groups don't put as much stock in game balace as others. I'm of the school that I like my players to be pretty well balanced, or at least have that oportunity. HP rolls can really make or break a PC more than I care to risk. But if you keep it stricktly random, then you're not disturbing the inherent checks and balances of the game.
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