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HPs gained per level
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<blockquote data-quote="Quasqueton" data-source="post: 1250529" data-attributes="member: 3854"><p>I use the average rounded up (max/2 +1) in my campaign.</p><p></p><p>Reasons:</p><p></p><p>1 - Keeps the randomness out of something so important. I also use point buy for ability scores. I don't think there should be randomness in leveling up a character. Imagine if you had to roll for the character's skill points or feats or spell knowledge?</p><p></p><p>2 - It allows the Players to level up their PCs without me having to oversee any mechanics.</p><p></p><p>3 - Players get very disappointed when they roll a 1 (or 2, or anything below half their max). I've seen Players beg and plead and try to make a deal with the DM to get a reroll.</p><p></p><p>The sorcerer's Player in my game brought up the apparent tilt in favor of mages. But it really isn't anything to get worked up over. A wizard ends up with .5 (one half) a point per level over the average. Same with a barbarian -- .5 per level over average. After 11 levels, both have 5 hit points more than the average had they rolled.</p><p></p><p>My group is now at 6th level. </p><p>The sorcerer has 19 (without con adjustment). </p><p>The cleric has 33 (without con adjustment). </p><p>The average if rolled would be: sorcerer 16.5 (2.5 difference), cleric 30.5 (2.5 difference).</p><p></p><p>I've seen all kinds of crazy and convoluted methods for rolling hit points. But it basically all comes down to helping the PC stay at average or better numbers. My way does the same thing, but cuts out the middle man (all that rolling).</p><p></p><p>One half hit point per level is the set number -- same for everyone. I highly doubt well see mages getting all cocky and bold and charging the monster in front of the barbarians.</p><p></p><p>Overall, there is enough deadly randomness in playing the game. I don't need or want randomness in character generation/leveling.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1250529, member: 3854"] I use the average rounded up (max/2 +1) in my campaign. Reasons: 1 - Keeps the randomness out of something so important. I also use point buy for ability scores. I don't think there should be randomness in leveling up a character. Imagine if you had to roll for the character's skill points or feats or spell knowledge? 2 - It allows the Players to level up their PCs without me having to oversee any mechanics. 3 - Players get very disappointed when they roll a 1 (or 2, or anything below half their max). I've seen Players beg and plead and try to make a deal with the DM to get a reroll. The sorcerer's Player in my game brought up the apparent tilt in favor of mages. But it really isn't anything to get worked up over. A wizard ends up with .5 (one half) a point per level over the average. Same with a barbarian -- .5 per level over average. After 11 levels, both have 5 hit points more than the average had they rolled. My group is now at 6th level. The sorcerer has 19 (without con adjustment). The cleric has 33 (without con adjustment). The average if rolled would be: sorcerer 16.5 (2.5 difference), cleric 30.5 (2.5 difference). I've seen all kinds of crazy and convoluted methods for rolling hit points. But it basically all comes down to helping the PC stay at average or better numbers. My way does the same thing, but cuts out the middle man (all that rolling). One half hit point per level is the set number -- same for everyone. I highly doubt well see mages getting all cocky and bold and charging the monster in front of the barbarians. Overall, there is enough deadly randomness in playing the game. I don't need or want randomness in character generation/leveling. Quasqueton [/QUOTE]
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