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Why I Think Rolling For Hit Points is a Bad Thing
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<blockquote data-quote="TwinBahamut" data-source="post: 5924837" data-attributes="member: 32536"><p>I definitely agree that rolling for hitpoints is a bad idea. It has all kinds of drawbacks, and almost no advantages. If nothing else, rolling for hitpoints makes auditing your character sheet to double-check for errors much more of a hassle than it should be. You need to write down what you rolled for every level in order to do that, and I hate it. It also slows down the creation of higher-level characters and the like...</p><p></p><p>There is plenty of room for differentiation between characters already. Race, class, ability scores, equipment choice, backgrounds, themes, spell lists, and so on. What's more, I'd argue that randomizing any of those is bad. It is fine to want characters to be different, but that is no argument for making that difference <em>random</em>, especially when there is plenty of room for differentiation already.</p><p></p><p>This is already covered by a different Con score, though. The effects of a high or low Con score influences hitpoints enough to cover this (or at least it should). What's more, the randomness of hitpoints if taken too far can let a low-Con character have more hitpoints than a high-Con character, which is fairly ridiculous based on the very idea of what Con is supposed to mean.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5924837, member: 32536"] I definitely agree that rolling for hitpoints is a bad idea. It has all kinds of drawbacks, and almost no advantages. If nothing else, rolling for hitpoints makes auditing your character sheet to double-check for errors much more of a hassle than it should be. You need to write down what you rolled for every level in order to do that, and I hate it. It also slows down the creation of higher-level characters and the like... There is plenty of room for differentiation between characters already. Race, class, ability scores, equipment choice, backgrounds, themes, spell lists, and so on. What's more, I'd argue that randomizing any of those is bad. It is fine to want characters to be different, but that is no argument for making that difference [i]random[/i], especially when there is plenty of room for differentiation already. This is already covered by a different Con score, though. The effects of a high or low Con score influences hitpoints enough to cover this (or at least it should). What's more, the randomness of hitpoints if taken too far can let a low-Con character have more hitpoints than a high-Con character, which is fairly ridiculous based on the very idea of what Con is supposed to mean. [/QUOTE]
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