MoogleEmpMog said:With that said, I actually do prefer a great deal less randomness in play - I just haven't found a tabletop system that handles it the way I like, and definitely don't see a way to graft such a system to d20.![]()
shilsen said: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?
Hobo said:Says the guy who admits that he can't quite give up rolling hit points. Oh, well. Non serviam makes a good point too--one thing escalating hit points does is make combats drag out, and at higher levels combats are already significantly draggy.
shilsen said:Really? What sort of levels and length of combat are you referring to? My Eberron game is up to a fairly high-powered 13th level now, and we've found combats at these levels to take almost exactly as many rounds as lower level combats used to take. The escalation in PC (and NPC) ability to inflict damage actually outstrips the increase in hp by level, I think, plus the existence of more powerful spells and abilities makes it even easier to bypass hit pts and take people out of a fight than it was at lower levels.
I think most of the people running games with point-buy and variations of it would be a little surprised to be told that the PCs are carbon clones of each other. I've simultaneously been (and am currently) in games with point-buy and rolled ability scores, and there's been absolutely no lack of variation between characters in either of them. With classes, skills, feats, spells, etc. present in the game, there's more than enough mechanical variety to be had, IMNSHO.DragonLancer said:For the same reason that attributes should be generated randomly, because otherwise everyone is a carbon clone. Variety is the spice of life and gaming.