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Randomized Hit Points

So I've seen some discussion over the years of hit points, particularly as they relate to advancement.
...snip...
I'm suspecting someone has done this or something like it at some point- thoughts?

If I understand you correctly:
-Normal method: Rolls are rare (once per level), consequences are long-term.
-Alt methods mentioned: Rolls are more frequent, consequences are shorter-term.

The alternatives mentioned don't really remove the problem, they just trade probability (the more often you roll, the more likely you'll roll badly at some point) for duration (the more often you roll, the shorter period of time you have to live with the poor roll).

I prefer the suggestions others have made - receive average per level, reroll 1's and 2's, Con Mod as minimum, etc.
 

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You could tweak the dice used. For example:
D12: 6+d6+ Con mod
D10: 4+d6+ Con mod
D8: 2+d6+ Con mod
D6: 2+d4 or d6+ you get it
D4: 2+d2 or d4+ same


This can be changed to fit genre. Want more heroic, tough characters- boost the static bonus and shrink the die size;want more less certainty- do the opposite. It keeps the totals the same, but gives more HP to the party. There is a system similar to this in Iron Heroes that I basically just filed the serial numbers off. I think it helps keep the rolls important, but not really able to hamstring a character.
 

The only problem I see with random hit points is rolling low at first level. My preferred solution for this in D&D would be to have hp at first level equal to your CON, then a random roll for each level thereafter.

The "reroll your hit points every day" approach sounds fun, but it also sounds like something that might have lots of unforeseen consequences.

This really is something that's not broken, but one of my mottoes as an engineer is "If it ain't broke, it needs more features!"
 

I favor a system that goes like this:

1. Max hp at first level
2. Roll at 2nd level & add to max from first
3. At 3rd level and up, reroll all HD except the 'max at first' die. Take either your newly-rolled total or your old total, whichever is higher.
 

I'd like 2 parallel systems where players are free to opt (back and forth if they choose) for rolled or static hps every time they level up. The math for either should be equal so the choice comes down simply to player preference.

Things I don't like about the con rules from the playtest is that a +0 and +1 con modifier both do nothing for rolled hps. You can't roll less than a 1 so the +1 modifier means jack. Also the player opting for static hps doesn't seem to get any benefit from their con scores. These point to the math not being equal so I'm expecting a bit of work here.

For the minimal rolled hps issue I'd make it that the character gets minimum HPs of minimum HD + con mod, so every con mod means something.
 


Maximizing the HD of the first level is how do you it by RAW, if I recall correctly.

I use two methods on my campaigns, every time you level up you can pick any one of the two.

1- You can roll your HD and take the result of the die or switch it for 1/2 the die rolled, rounded down. For example, I take a wizard level (d6) and roll a 1, I can switch it for a 3. I Take a barbarian level and roll a 4, I can switch it for a 6. Take a Ranger level and roll an 8, you can switch it for a 4 (of course, you wouldn't); and so on and so forth.

2- You can, instead of rolling, take half your die, rounded up. So, if you take a wizard level, you gain 4 HP. If you take a barbarian level, you gain 7 HP. If you take a ranger level, you get 6 HP; and so on and so forth.

The result of this? For some reason, all of my players choose to roll the die. But, if you get down to the math of it, the worst your HD is, the more benefit you get from taking the "1/2 level rounded up, no rolling" option, so it really depends on your class.

I am trying to make this method mainstream, because I usually DM, but when I do play, my luck on HDs rolls is DREADFUL. And I would kill for having the second option.
 

I guess the hp rolling thing seems a bit of an anachronism. It made more sense when ability scores were rolled. Frankly, I'd rather see games present a variety of options here; some random, some not.

Some people just don't like the idea that dice can determine how powerful your character is (as opposed to how well he functions in one specific situation).
 

Personally my preference is a little bit on the hardcore side... In my games I've usually let the players choose at each level between either rolling or take a fixed half HD. I think it is fair that if you choose the safe option you get slightly less than average. Anyway I totally understand players not wanting to risk an unlucky streak... in 3ed random ability scores had a series of cases when you could just reroll everything, but there was no such safety net for HP.

On more general terms, I love the randomness of rolling ability scores, and in some games I'd even enjoy an "in that order" method, but the randomness of HP is less fun because while a random ability score array can generate an interesting character, random HP just generate someone who lasts longer/shorter alive.

Anyway, when choosing your rules for HP, you need to be aware on which is the target: eliminating/mitigating randomness or just inflate HP... IMHO the true purpose of most player is the second and the first is just used as an excuse.
 


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