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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Should hit points continue to be generated randomly in 4e?
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<blockquote data-quote="Crazy Jerome" data-source="post: 3735962" data-attributes="member: 54877"><p>I'm not terribly concerned about it either way. It's always been easy to house rule to fixed. If fixed are standard, and done in a way that is easy to house rule to random, then same thing.</p><p></p><p>That said, the more I think about it, the more it makes sense to me, conceptually, that hit points should consist primarily of a non-random part based on class level, and then a random part based on character level. The IH d4+X way works wells for that.</p><p></p><p>However, if we go down that road for the standard, what I'd like to see is a bit more rules elegance, vis-a-vis the rest of the design. This is half-baked, but since we don't know exactly how 4E works, it would be anyway:</p><p></p><p>1, Give a flat bonus for hit points, by class, for each character level. This should be somewhat less than the average, today. Let's say half the size of the 3.5 die. So +2 for wizard, +5 for fighter. Similar to SWSE, give a bonus amount at first level. I like using the actual Con score (not modifier), but the SWSE triple points, + Con mod also works.</p><p></p><p>2. For the random portion, don't roll and add to standard hit points. Instead, these are dice you roll when you get to zero. For example, if you are 8th level, you have 8d4 that you can roll, as needed, to keep kicking when you reach zero on your standard hit points. The problem with random hit points is that you roll them once, then live with it. So roll them when it matters. That has the nice side effect that characters don't know for sure how much they can take, when the fight starts. However, that can be simplified.</p><p></p><p>2A. Cut to the chase here, and say that every character has a damage save, based on level, that kicks in when the character reaches zero hit points. </p><p></p><p>Tie something like that into something similar to the SWSE damage track, and it should cut out most of the issues with hit points (e.g. falling damage), while still retaining the good use of hit points as a heroic pacing mechanic. I suspect the SWSE hit point/damage track system was designed with that idea, in fact. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 3735962, member: 54877"] I'm not terribly concerned about it either way. It's always been easy to house rule to fixed. If fixed are standard, and done in a way that is easy to house rule to random, then same thing. That said, the more I think about it, the more it makes sense to me, conceptually, that hit points should consist primarily of a non-random part based on class level, and then a random part based on character level. The IH d4+X way works wells for that. However, if we go down that road for the standard, what I'd like to see is a bit more rules elegance, vis-a-vis the rest of the design. This is half-baked, but since we don't know exactly how 4E works, it would be anyway: 1, Give a flat bonus for hit points, by class, for each character level. This should be somewhat less than the average, today. Let's say half the size of the 3.5 die. So +2 for wizard, +5 for fighter. Similar to SWSE, give a bonus amount at first level. I like using the actual Con score (not modifier), but the SWSE triple points, + Con mod also works. 2. For the random portion, don't roll and add to standard hit points. Instead, these are dice you roll when you get to zero. For example, if you are 8th level, you have 8d4 that you can roll, as needed, to keep kicking when you reach zero on your standard hit points. The problem with random hit points is that you roll them once, then live with it. So roll them when it matters. That has the nice side effect that characters don't know for sure how much they can take, when the fight starts. However, that can be simplified. 2A. Cut to the chase here, and say that every character has a damage save, based on level, that kicks in when the character reaches zero hit points. Tie something like that into something similar to the SWSE damage track, and it should cut out most of the issues with hit points (e.g. falling damage), while still retaining the good use of hit points as a heroic pacing mechanic. I suspect the SWSE hit point/damage track system was designed with that idea, in fact. :D [/QUOTE]
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Should hit points continue to be generated randomly in 4e?
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