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HPs gained per level
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<blockquote data-quote="Mercule" data-source="post: 1250561" data-attributes="member: 5100"><p>I've been toying with some ideas on hps.</p><p> </p><p>I've always allowed classes with a d6 or d8 reroll any 1s they get. Classes with a d10 or d12 reroll 1s and 2s.</p><p> </p><p>I don't like the LG method because it's at too big of a cost to the big guys. I've thought about a 75% rule where a flat 75%-ish of the max is handed out, though. Thus d4 yields a 3, d6:4, d8:6, d10:8, and d12:9. I'm not sure I like how "stock" the characters would end up, though.</p><p> </p><p>I also thought about doing a 50% base + half the die. So, a cleric would roll a d4 and add it to 4 (half the max of 8). That'd give an average around the 75% and throw in a safety net at 50%.</p><p> </p><p>After reading this thread, I've got a new thought. I don't think I like the full reroll, but it gives me an idea. At each level, the character gets a new hit die and rolls normally, recording the result. Following that roll, he is permitted to select any single level's roll and try again, updating only if the new result is better. I don't know how a statistical analysis would work out, but the worst case is that each level becomes a "roll twice, keep the best" situation.</p><p> </p><p>Oh, the reason I'm looking at such high baselines is because I tend to run high-risk games with minimal healing available. If you're a nicer DM, YMMV.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1250561, member: 5100"] I've been toying with some ideas on hps. I've always allowed classes with a d6 or d8 reroll any 1s they get. Classes with a d10 or d12 reroll 1s and 2s. I don't like the LG method because it's at too big of a cost to the big guys. I've thought about a 75% rule where a flat 75%-ish of the max is handed out, though. Thus d4 yields a 3, d6:4, d8:6, d10:8, and d12:9. I'm not sure I like how "stock" the characters would end up, though. I also thought about doing a 50% base + half the die. So, a cleric would roll a d4 and add it to 4 (half the max of 8). That'd give an average around the 75% and throw in a safety net at 50%. After reading this thread, I've got a new thought. I don't think I like the full reroll, but it gives me an idea. At each level, the character gets a new hit die and rolls normally, recording the result. Following that roll, he is permitted to select any single level's roll and try again, updating only if the new result is better. I don't know how a statistical analysis would work out, but the worst case is that each level becomes a "roll twice, keep the best" situation. Oh, the reason I'm looking at such high baselines is because I tend to run high-risk games with minimal healing available. If you're a nicer DM, YMMV. [/QUOTE]
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