This is exactly what I mean by rolling for the wrong reasons. It’s easy to convince yourself that you’re ok with the possibility of rolling low, but your brain is tricking you. You think you’re ok with the risk because subconsciously you think you’re probably not going to get a low roll. Human brains are terrible at statistics and tend to over-estimate the chances of a favorable result and under-estimate the chances of an unfavorable one.
Now, some people really are fine with the low result. But it’s impossible to tell who’s actually ok with it and who’s fooled themselves until you see that low result. That’s why I always tell my players, if you want the best chance of high HP, take the fixed value. It’s rounded up, so over 20 levels you’ll get an average of 10 fewer hit points if you roll. It’s a sucker’s bet.
I do know a few players who like to take the fixed HP for the first 3-5 levels to build up a buffer and then roll. Seems like a nice strategy if you want the excitement of the roll but don’t want your character to get one-shotted in those vulnerable early levels.
Its funny, I use rolling for PC and monster hit points in OSR games, but averages in 5E. But rolling is my favorite method.
To me, its just a game.
I prefer roll abilities and hit points and make due with the results. There can be a lot of fun in running the way weaker character.
In my experience running Basic. All those characters with super high stats and high hit points...
...they die first.
Players get cocky and over confident and they forget that the game will chew them up and spit them out no matter how many 18s they have.
I say just enjoy the absurdity of having a Strength 3 character with 1 hit point. See how far it can go and don't be surprised if it survives longer than expected or dies ingloriously in a pit trap. Some of the most meaningless deaths are the most amusing.
The most fun I ever had playing D&D was running a level 1, 2 hit point thief in a B/X game. I was split from the party and was on my own for several game turns. I survived long enough to rejoin the party by playing well ( hiding... avoiding encounters..., I was like Obi Wan Kenobi in the Death Star).
Of course after rejoining the party, I screwed up by walking into a room full of spider webs and got one shot killed by a giant spider, but whatever, it was a blast anyway.
The funny thing about that session was the reason my character died wasn't because it had 2 hit points (or low stats for that matter), it died because I got overconfident (based on past success) and made a dumb move.
The choices made by the player are always going to have more impact and more weight in their character's success and failure than the stats or numbers or powers.
I know this approach is not compatible with the expectations brought about by modern games, but I think there is some merit in just letting the game be the game and not getting overly emotional about numbers on a piece of paper.