Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why are hit points generated randomly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Archon of Light" data-source="post: 3534696" data-attributes="member: 20967"><p>Just wanted to weigh in on this discussion...</p><p></p><p>There are some valid points on both sides of this debate. I won't rehash them all since they've already been presented numerous times before. But the simple fact remains: "Below average hit points hurt a PC more than above average hit points help". That is directly out of the <em>DMG</em>, on page 198.</p><p></p><p>Hit dice are a representation of a character's potential capacity for withstanding damage. In game terms, it simply represent how much damage you can take before you are defeated. Classes that are expected to take the most damage by engaging the enemies at close range, like fighters, should likewise be expected to have the most hit points to make them effective. Rogues have a knack for avoiding damage and are encouraged to flank opponents rather than face them directly, thus they are not reliant on hit points as their main strength. And spellcasters sacrifice their hit point potential for their awesome spellcasting abilities which serve to protect them better than any other class. Realistically, hit dice are more akin to a class feature than just a character attribute.</p><p></p><p>So the question now becomes "Why is this class feature randomized when others are not?". Because it is still an attribute, and the most abstract one at that. It encompasses stamina, durability, skill, training, and a host of other ideas and concepts that produce the sum of all it's parts. Regardless of it's potential, however, any hit dice still has a chance of rolling a 1. The only difference is that higher hit dice values have a lower chance of doing so, but it's still significant enough to decrease the value of this class feature. If below average hit points are harmful to a character, then the best method is to simply better the odds to avoid lower results and eliminate the worst results altogether.</p><p></p><p>With that in mind, I formulated an idea based on a few suggestions from other systems like Iron Heroes and modified it. This method allows for the randomized generation of hit points, but gives the player a firm advantage to ensure that even their worst roll is not debilitating to their characters. It still allows for a less than average roll some of the time, but the net results should always be about or better than average.</p><p></p><p>[CODE][B]HD New Roll[/B] </p><p>D4 1 + 1d3</p><p>D6 2 + 1d4</p><p>D8 2 + 1d6</p><p>D10 2 + 2d4</p><p>D12 4 + 2d4[/CODE]</p><p>After toying with a few different variations and progressions, this is the one that finally made it into my House Rules. You can come up with your own variations of dice rolls and values, if you like.</p></blockquote><p></p>
[QUOTE="Archon of Light, post: 3534696, member: 20967"] Just wanted to weigh in on this discussion... There are some valid points on both sides of this debate. I won't rehash them all since they've already been presented numerous times before. But the simple fact remains: "Below average hit points hurt a PC more than above average hit points help". That is directly out of the [I]DMG[/I], on page 198. Hit dice are a representation of a character's potential capacity for withstanding damage. In game terms, it simply represent how much damage you can take before you are defeated. Classes that are expected to take the most damage by engaging the enemies at close range, like fighters, should likewise be expected to have the most hit points to make them effective. Rogues have a knack for avoiding damage and are encouraged to flank opponents rather than face them directly, thus they are not reliant on hit points as their main strength. And spellcasters sacrifice their hit point potential for their awesome spellcasting abilities which serve to protect them better than any other class. Realistically, hit dice are more akin to a class feature than just a character attribute. So the question now becomes "Why is this class feature randomized when others are not?". Because it is still an attribute, and the most abstract one at that. It encompasses stamina, durability, skill, training, and a host of other ideas and concepts that produce the sum of all it's parts. Regardless of it's potential, however, any hit dice still has a chance of rolling a 1. The only difference is that higher hit dice values have a lower chance of doing so, but it's still significant enough to decrease the value of this class feature. If below average hit points are harmful to a character, then the best method is to simply better the odds to avoid lower results and eliminate the worst results altogether. With that in mind, I formulated an idea based on a few suggestions from other systems like Iron Heroes and modified it. This method allows for the randomized generation of hit points, but gives the player a firm advantage to ensure that even their worst roll is not debilitating to their characters. It still allows for a less than average roll some of the time, but the net results should always be about or better than average. [CODE][B]HD New Roll[/B] D4 1 + 1d3 D6 2 + 1d4 D8 2 + 1d6 D10 2 + 2d4 D12 4 + 2d4[/CODE] After toying with a few different variations and progressions, this is the one that finally made it into my House Rules. You can come up with your own variations of dice rolls and values, if you like. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why are hit points generated randomly?
Top