Celebrim
Legend
So, I've been doing randomly rolled hit points basically forever. I've also tended to do max hit points at 1st level to make it easier for me as a GM to create an interesting heroic adventure for the mundane tier while minimizing the chance of random unavoidable death.
But I've long been aware that random can go wrong and that of all the rolls at the table my players are most tempted to cheat, it's the hit point roll.
And for all those years I've never had a solution I liked, because I'm traditional enough to not want to get rid of the random roll.
Well, I think I have a rule I like, but not an easy way to describe it because it's too mathy (anything with more than simple addition or subtraction is too mathy for a formula), so I'll just present some tables:
D4 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]3[/TD][/TR]
[TR][TD]2[/TD][TD]3[/TD][/TR]
[TR][TD]3[/TD][TD]4[/TD][/TR]
[TR][TD]4[/TD][TD]4[/TD][/TR]
[/TABLE]
D6 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]4[/TD][/TR]
[TR][TD]2[/TD][TD]4[/TD][/TR]
[TR][TD]3[/TD][TD]5[/TD][/TR]
[TR][TD]4[/TD][TD]5[/TD][/TR]
[TR][TD]5[/TD][TD]6[/TD][/TR]
[TR][TD]6[/TD][TD]6[/TD][/TR]
[/TABLE]
D8 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]5[/TD][/TR]
[TR][TD]2[/TD][TD]5[/TD][/TR]
[TR][TD]3[/TD][TD]6[/TD][/TR]
[TR][TD]4[/TD][TD]6[/TD][/TR]
[TR][TD]5[/TD][TD]7[/TD][/TR]
[TR][TD]6[/TD][TD]7[/TD][/TR]
[TR][TD]7[/TD][TD]8[/TD][/TR]
[TR][TD]8[/TD][TD]8[/TD][/TR]
[/TABLE]
D10 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]6[/TD][/TR]
[TR][TD]2[/TD][TD]6[/TD][/TR]
[TR][TD]3[/TD][TD]7[/TD][/TR]
[TR][TD]4[/TD][TD]7[/TD][/TR]
[TR][TD]5[/TD][TD]8[/TD][/TR]
[TR][TD]6[/TD][TD]8[/TD][/TR]
[TR][TD]7[/TD][TD]9[/TD][/TR]
[TR][TD]8[/TD][TD]9[/TD][/TR]
[TR][TD]9[/TD][TD]10[/TD][/TR]
[TR][TD]10[/TD][TD]10[/TD][/TR]
[/TABLE]
D12 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]7[/TD][/TR]
[TR][TD]2[/TD][TD]7[/TD][/TR]
[TR][TD]3[/TD][TD]8[/TD][/TR]
[TR][TD]4[/TD][TD]8[/TD][/TR]
[TR][TD]5[/TD][TD]9[/TD][/TR]
[TR][TD]6[/TD][TD]9[/TD][/TR]
[TR][TD]7[/TD][TD]10[/TD][/TR]
[TR][TD]8[/TD][TD]10[/TD][/TR]
[TR][TD]9[/TD][TD]11[/TD][/TR]
[TR][TD]10[/TD][TD]11[/TD][/TR]
[TR][TD]11[/TD][TD]12[/TD][/TR]
[TR][TD]12[/TD][TD]12[/TD][/TR]
[/TABLE]
These tables are primarily intended for 1st level PC's at tables where 'max hit points at first level' feels to non-random or particularly if using something like 1e A&D and you feel that rule interferes with the glory of 19 CON, or for PC's of every level at tables that want ensure no character becomes randomly non-viable because of a string of low hit point rolls. The impact of applying this just to 1st level characters is in the long run minimal, but tends to make characters without CON bonuses a lot less squishy if you apply it to every level. For example, a fighter will average 8 hit points per level rather than 5.5, which gets a fighter up into the sweet zone of not getting squished by almost any single attack or attack sequence by a single monster without extraordinary CON and generates some very 'Isle of the Ape' type uber-PCs with any sort of high ability score generation method (whether something like Method III or a character funnel).
It could also of course be fun to use this table for rolling up hit points for important NPCs or even just as a uniform hit point generation rule for demihuman bosses like orc chieftains.
But I've long been aware that random can go wrong and that of all the rolls at the table my players are most tempted to cheat, it's the hit point roll.
And for all those years I've never had a solution I liked, because I'm traditional enough to not want to get rid of the random roll.
Well, I think I have a rule I like, but not an easy way to describe it because it's too mathy (anything with more than simple addition or subtraction is too mathy for a formula), so I'll just present some tables:
D4 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]3[/TD][/TR]
[TR][TD]2[/TD][TD]3[/TD][/TR]
[TR][TD]3[/TD][TD]4[/TD][/TR]
[TR][TD]4[/TD][TD]4[/TD][/TR]
[/TABLE]
D6 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]4[/TD][/TR]
[TR][TD]2[/TD][TD]4[/TD][/TR]
[TR][TD]3[/TD][TD]5[/TD][/TR]
[TR][TD]4[/TD][TD]5[/TD][/TR]
[TR][TD]5[/TD][TD]6[/TD][/TR]
[TR][TD]6[/TD][TD]6[/TD][/TR]
[/TABLE]
D8 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]5[/TD][/TR]
[TR][TD]2[/TD][TD]5[/TD][/TR]
[TR][TD]3[/TD][TD]6[/TD][/TR]
[TR][TD]4[/TD][TD]6[/TD][/TR]
[TR][TD]5[/TD][TD]7[/TD][/TR]
[TR][TD]6[/TD][TD]7[/TD][/TR]
[TR][TD]7[/TD][TD]8[/TD][/TR]
[TR][TD]8[/TD][TD]8[/TD][/TR]
[/TABLE]
D10 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]6[/TD][/TR]
[TR][TD]2[/TD][TD]6[/TD][/TR]
[TR][TD]3[/TD][TD]7[/TD][/TR]
[TR][TD]4[/TD][TD]7[/TD][/TR]
[TR][TD]5[/TD][TD]8[/TD][/TR]
[TR][TD]6[/TD][TD]8[/TD][/TR]
[TR][TD]7[/TD][TD]9[/TD][/TR]
[TR][TD]8[/TD][TD]9[/TD][/TR]
[TR][TD]9[/TD][TD]10[/TD][/TR]
[TR][TD]10[/TD][TD]10[/TD][/TR]
[/TABLE]
D12 HD
[TABLE="width: 250"]
[TR][TH]Roll[/TH][TH]H.P.[/TH][/TR]
[TR][TD]1[/TD][TD]7[/TD][/TR]
[TR][TD]2[/TD][TD]7[/TD][/TR]
[TR][TD]3[/TD][TD]8[/TD][/TR]
[TR][TD]4[/TD][TD]8[/TD][/TR]
[TR][TD]5[/TD][TD]9[/TD][/TR]
[TR][TD]6[/TD][TD]9[/TD][/TR]
[TR][TD]7[/TD][TD]10[/TD][/TR]
[TR][TD]8[/TD][TD]10[/TD][/TR]
[TR][TD]9[/TD][TD]11[/TD][/TR]
[TR][TD]10[/TD][TD]11[/TD][/TR]
[TR][TD]11[/TD][TD]12[/TD][/TR]
[TR][TD]12[/TD][TD]12[/TD][/TR]
[/TABLE]
These tables are primarily intended for 1st level PC's at tables where 'max hit points at first level' feels to non-random or particularly if using something like 1e A&D and you feel that rule interferes with the glory of 19 CON, or for PC's of every level at tables that want ensure no character becomes randomly non-viable because of a string of low hit point rolls. The impact of applying this just to 1st level characters is in the long run minimal, but tends to make characters without CON bonuses a lot less squishy if you apply it to every level. For example, a fighter will average 8 hit points per level rather than 5.5, which gets a fighter up into the sweet zone of not getting squished by almost any single attack or attack sequence by a single monster without extraordinary CON and generates some very 'Isle of the Ape' type uber-PCs with any sort of high ability score generation method (whether something like Method III or a character funnel).
It could also of course be fun to use this table for rolling up hit points for important NPCs or even just as a uniform hit point generation rule for demihuman bosses like orc chieftains.
Last edited: