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Why are hit points generated randomly?
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<blockquote data-quote="el-remmen" data-source="post: 3526394" data-attributes="member: 11"><p>Well, the answer probably is "sacred cow", but I personally like it, as I dislike cookie-cutter aspects to characters of the same class.</p><p></p><p>Rolling low hit points, to me, is the kind of thing that can potentially make organic character-building fun and in-character. I mean, if you have low hit points, whether that represents frailty, a weak point, a certain lack of skill in combat, then you have to figure out what, if anything you are going to do about it with the aspects of your character you *do* control - for example by taking feats, crafting/finding a particular magical item, or just changing your overall approach to combat.</p><p></p><p>Anyway, as the others who have posted here have shown, plenty of groups use other options for the determination of hit points.</p><p></p><p>In my games, people either roll or take average - but the choice has to be made before a roll is made, because I think there should be an element of risk/gamble in the choices you make for your character.</p><p></p><p>Another possibility I have considered, is to start folks off with a good number of hit points and then have hps increased via a smaller die for each class to have a lower variance (but still some variance).</p></blockquote><p></p>
[QUOTE="el-remmen, post: 3526394, member: 11"] Well, the answer probably is "sacred cow", but I personally like it, as I dislike cookie-cutter aspects to characters of the same class. Rolling low hit points, to me, is the kind of thing that can potentially make organic character-building fun and in-character. I mean, if you have low hit points, whether that represents frailty, a weak point, a certain lack of skill in combat, then you have to figure out what, if anything you are going to do about it with the aspects of your character you *do* control - for example by taking feats, crafting/finding a particular magical item, or just changing your overall approach to combat. Anyway, as the others who have posted here have shown, plenty of groups use other options for the determination of hit points. In my games, people either roll or take average - but the choice has to be made before a roll is made, because I think there should be an element of risk/gamble in the choices you make for your character. Another possibility I have considered, is to start folks off with a good number of hit points and then have hps increased via a smaller die for each class to have a lower variance (but still some variance). [/QUOTE]
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Why are hit points generated randomly?
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