blargney the second
blargney the minute's son
Yay, we all agree that multiple options is best for everyone! Whee!
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blargney the second said:Yay, we all agree that multiple options is best for everyone! Whee!
FireLance said:What are the arguments for completely changing over to a fixed rate of hit point gain per level?
WayneLigon said:2. It makes it much easier if we have to recreate someone's PC from scratch - If I know their CON, level and classes, then I know exactly how many hitpoints they should have.
I actually did that once, in a recent campaign (yeah, I know - I should have been an accountant ). Never came up in actual play, though.Kae'Yoss said:But what if you're poisoned? Do you write down all your rolls so you know that if your con is reduced by 2 on level 10, you'll only lose 7 HP, since 3 of those levels, you rolled a 1?
Lord Tirian said:I've seen many people who like random hit points, because it makes levelling up more... dunno... of an event? But my group likes it and cheers after a good roll... and bad rolls are simply accepted.
Personally, I'm on the fence and don't mind either way. But if they keep the rolled, I'd like to see some dY + Y variant, to avoid making your character unplayable, and also to differentiate the classes more (because rolling a 1 with a Barbarian makes him... less Barbarian-like!).
Cheers, LT.
Shadeydm said:Random hitpoints are fine until your fighter rolls a 1 the next time he levels. I think fixed progression by class would be just fine.
That's an argument for randomising hit points for standard MM monsters (which doesn't happen even in 3.xe at the moment), but it has no bearing upon whether PCs' hit points should be randomised.Mouseferatu said:Part of the problem is that I don't want players to be able to look at an opponent and guess, with any degree of accuracy, how many HP he/she/it has. And trust me, I play with enough people who practically memorize the MM that this is a potential issue.