Rerolling Hit Points

Here's a house rule I've been using recently:

When you roll your new hit die upon gaining a level, you may choose to reroll the die if you don't like the result.

The catch: each re-roll is at a cumulative -1 penalty. And you MUST keep the last roll you made. So if you, a fighter, didn't like the 4 you rolled on 1d10, you can roll again - but if you roll a 4 again, you only get 3 hp unless you re-roll again, this time at -2.

The benefit: people who get screwed out of hp by bad luck can feel a little better.

Now, does this sound like it would work?

I'll tell you why not -

It frustrates the @#$% out of at least one player every time they make level. Because each time, now, someone's rolled something like this:

1st roll (d10) = 4
2nd roll = 3 -1 = 2
3rd roll = 4 -2 = 2
4th roll = 4 -3 = 1 (Note that at this point, you might as well keep rolling - it won't be any worse)

5th roll = 3 -4 = 1
6th roll = 8 -5 = 3

When this happened to SteelDraco, he rolled exactly what he needed to get a 2 at least three times in a row.

In other words - statistically, it works to the characters' benefit - they have slightly better hit points on average. But someone's going to blow their stack at the dice every time it comes up.
 

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I use this rule:

if you don't like your hit points, you can re-roll, but you MUST keep the second result, even if it's lower.

Yes, sometimes players roll two 1s, when that happens, they shrug and go, "Oh well, the dice have it in for me."
 

I've started to let my players reroll all 1's when they roll for hit points. I use higher than average hit points for my monsters and NPCs anyway, so it's not game-breaking. The next time I start a new game though, I'll be using 75% of maximum plus bonuses too.
 

kreynolds said:
I've started to let my players reroll all 1's when they roll for hit points.
i wish my DM would do that. i rolled 1's for hit points at levels 2 thru 5. the Wizard had more hps than my cleric! :rolleyes:
 

Mr Fidgit said:

i wish my DM would do that. i rolled 1's for hit points at levels 2 thru 5. the Wizard had more hps than my cleric! :rolleyes:

well, the wizard also has a much better con. if you want to we can implemnt the rule without telling the DM? I think that would interesting. :)
 

I've been using a 1/2 HD minimum rule. Roll the HD normally. If you roll 1/2 the HD or better, keep it. If you roll less than 1/2 the HD, you get 1/2.
 

Last campaign I ran, it was straight die roll except for max at first. However, this time around I wanted people to be slightly more heroic, so I've made it a "best of two rolls" after first.

Then again, I've been setting them up against CR+2 encounters on a regular basis -- there's ten regular players in my game, so they can more than handle the extra challenge. Plus, although mooks get book HP, I tend to tweak the bosses a bit -- higher than average HP and attributes, and so forth.
 

Dakhran the Dark said:
Plus, although mooks get book HP, I tend to tweak the bosses a bit -- higher than average HP and attributes, and so forth.

Dude, if you hate your players so much, just get a new group. Sheesh. You're even callin' 'em names and stuff! :D
 

I do not like hit point reroll systems that give out a lot more hitpoints, because that skews the CR system a bit (And it makes Harm more powerful too :D).

My system

If your HD is a d4, you just keep the result whatever you roll.
If your HD is a d6, 1s count as 2s
If your HD is a d8, 1s and 2s count as 3s
If your HD is a d10, 1s, 2s and 3s count as 4s
If your HD is a d12, 1s, 2s, 3s and 4s count as 5s

This changes the average only slightly (d10 goes from 5.5 to 6.1), but prevents alot of players from feeling ****ed.

Rav
 

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