Umbran said:
How? By statistical performance, of course.
If you really want strict balance, play chess. The only place you can be ensured of 100% balance is in a deterministic system. If there's any randomness at all - in the equivalents of hit rolls, saves, and so on, then balance can only be considered in terms of average and/or potential performance.
And that's as it should be. "Balance" is not a matter of a single fight. A game is balanced when all characters, in general, have similar chances of being effective and interesting to play over the breadth of a varied campaign. And it isn't as if balance is a guarantee of effectiveness - it's just an equal chance.
I see it as, you are supposed to have a random but equal chance in
actions but core abilities/skills/powers are all balanced to a standard model so that everyone gets a fair shot at being a contributor.
So in a system where you have point-buy for stats to keep the
totality of ability scores equal (even when individual scores are not necessarily), random HP rolls make little sense.
Build two fighters, identical stats, identical Feats/skills, even identical equipment.
At 6th level it is easily possible to have one of them be *twice* as capable as the other. (Being a front-line combatant, durability = capability.)
This is not maxing out the probability curve, and I have been in campaigns where the disparities were greater.
I have also seen the proverbial Wizard > Fighter for HP in play, and it is silly.
I like the idea of fixed HP (based on class).
And I have pondered a reduced range HP system for years (for those who *must* roll), and it sounds like Iron Heroes has done something like I considered (need to get that book...).
This gives variety, but not the same level of disparity. And helps keep classes in their given rolls (Fighters always have more HP than Wizards for ex.).
(Self-edited-out a lot of other junk that made this post too long).