shilsen
Adventurer
In an online game (at playbyweb.com) I'm in, the party warblade has been rolling horribly for hit pts and is currently 1 hp ahead of the completely non-combat incarnate. We were discussing this and I started wondering if the die rolling method of hit point generation is a sacred cow that could use killing.
After all, it's the only standard class-based benefit in the game which is randomly generated. The other standard class-based benefits, namely BAB, saves and skill pts, all go up at a fixed rate, even though all of them have the same built-in assumption as hit pts, i.e. that some classes will have more than others. The rogue, for example, doesn't roll d12 for skill pts every level while a fighter rolls d4. So why have that for hit pts? They have just as much of an effect on a character's survivability and playability as saves do, and arguably more than BAB (since not all classes are dependent on BAB for effectiveness) and skills (since all classes aren't dependent on skills, as all do depend on HP to some degree).
The only real reason I can think of that hit point generation is die-based is because it's always been that way in earlier editions. What do you think? Am I overlooking some other major reason? And would it be a bad thing for the game if classes had a fixed HP progression?
After all, it's the only standard class-based benefit in the game which is randomly generated. The other standard class-based benefits, namely BAB, saves and skill pts, all go up at a fixed rate, even though all of them have the same built-in assumption as hit pts, i.e. that some classes will have more than others. The rogue, for example, doesn't roll d12 for skill pts every level while a fighter rolls d4. So why have that for hit pts? They have just as much of an effect on a character's survivability and playability as saves do, and arguably more than BAB (since not all classes are dependent on BAB for effectiveness) and skills (since all classes aren't dependent on skills, as all do depend on HP to some degree).
The only real reason I can think of that hit point generation is die-based is because it's always been that way in earlier editions. What do you think? Am I overlooking some other major reason? And would it be a bad thing for the game if classes had a fixed HP progression?