| Post/Author/DateTime | Post |
|---|---|
| FatMonkey1305-02-07, 05:24 PM | A number of fixed HP systems are used in DnD. I generally use average (Full at 1st level, average die roll rolled down at 2nd level, average die roll rolled up at 3rd level, and so on) but this system is a little confusing for some so I want to use a simpler system. Other options include average at each level rolled up (simpler) and RPGA system (d4 = 2, d12 = 8, all others = average rounded up). I think that I will take up the RPGA system but use 3 hp/level rather than 2 hp/level for d4 HD. HD = Average, Round Up, RPGA d4 = 2.5, 3, 2 d6 = 3.5, 4, 4 d8 = 4.5, 5, 5 d10 = 5.5, 6, 6 d12 = 6.5, 7, 8 So what do people think of using RPGA except with d4 = 3? Also why does the RPGA use 8 for d12 HD instead of 7, and 2 for d4 HD instead of 3? Please feel free to give alternative suggestions or share your own HP systems. |
| Otto the Bugbear05-02-07, 06:36 PM | I use this: d4 becomes d3+1 d6 becomes d4+2 d8 becomes d6+2 d10 becomes d6+4 d12 becomes d8+4 This helps avoid the problem where a "big, tough guy" ends up with a '1', '2', '1', '1' when leveling up. |
| Tequila_Sunrise05-02-07, 09:01 PM | I use my own standardized hit point chart: Standardized Hit Points (http://lucasbuchanan.com/Miscellaneous%20House%20Rules) It's the fourth heading from the top; I haven't learned how to direct links to a particular part of a page yet. TS |
| RobbyPants05-03-07, 11:09 AM | One fixed varient I'm thinking about using in my next game, is to use the average, which alternates between rounding down and up each level. The idea is this: At level 1, you get full HP. So, on your even numbered levels, you get the average or your die, round down, and on odd levels you get the average, round up. So, it ends up working out as a perfect average, without dropping all the 0.5 fractions you accumulate. Examples (not including Con mods): Fighter 4 - 26 HP (10 + 5 + 6 + 5) Rogue 6 - 23 HP (6 + 3 + 4 + 3 + 4 + 3) Wizard 1/Fighter 1/Wizard 5 - 22 HP (4 + 5 + 3 + 2 + 3 + 2 + 3) Anyway, you get the idea. |
| Naderion05-03-07, 02:38 PM | I use a system, where no matter the roll, you at least will get half the points you could have got. With 1d4, a 1 is threated as a 2. With 1d6, a 1 or 2 is threated as a 3. With 1d8, 1 to 3 are threated as a 4. With 1d10, 1 to 4 are threated as a 5. With 1d12, 1 to 5 are threated as a 6. When you play only until mid-levels, 12 rolls isn't in any way enough to ensure coming very close to the average, there is still a good chance for a number of really bad rolls. Using this system, there is still a bit of the nice feeling of randomness, but without the possibilty of having really bad luck. Even if you roll always just the minimum, that's still enough to make the character really stronger at level up. |
| SambleBamble05-04-07, 12:13 AM | A number of fixed HP systems are used in DnD. I generally use average (Full at 1st level, average die roll rolled down at 2nd level, average die roll rolled up at 3rd level, and so on) but this system is a little confusing for some so I want to use a simpler system. Please feel free to give alternative suggestions or share your own HP systems. I use 0.75 * max. I allow fractional HP. Since I run a pbem, I'm the only one who has to worry about these things. I don't much like the idea of the rest of your character's life hinging on how well you roll for HP. Randomness is fun for combat, but I think that if you have to wear the result for ever, not random is better. |
| Drachasor05-04-07, 01:31 AM | One fixed varient I'm thinking about using in my next game, is to use the average, which alternates between rounding down and up each level. The idea is this: At level 1, you get full HP. So, on your even numbered levels, you get the average or your die, round down, and on odd levels you get the average, round up. So, it ends up working out as a perfect average, without dropping all the 0.5 fractions you accumulate. Examples (not including Con mods): Fighter 4 - 26 HP (10 + 5 + 6 + 5) Rogue 6 - 23 HP (6 + 3 + 4 + 3 + 4 + 3) Wizard 1/Fighter 1/Wizard 5 - 22 HP (4 + 5 + 3 + 2 + 3 + 2 + 3) Anyway, you get the idea. Seems needlessly complicated. I say pick the number over average (3, 4, 5, 6, 7), and go with that. It ends up the guy at 20th has a whopping 10 more hit points than varying it every level (an no potential confusion when multiclassing). -Drachasor |
| RobbyPants05-04-07, 10:22 AM | Seems needlessly complicated. I say pick the number over average (3, 4, 5, 6, 7), and go with that. It ends up the guy at 20th has a whopping 10 more hit points than varying it every level (an no potential confusion when multiclassing). -Drachasor Very true. I don't think it's that complicated, but, as you said, the gain from your system or my system is fairly negligable over the long haul. |
| Arcade05-04-07, 11:37 AM | I don't think there's a problem with rounding the numbers. It does help out the lower hit point classes ,like wizards a lot more because that .5 per level is a large percent of their hit points. Take this example, a 5th level wizard with no con bonus under the round up system has the same number of hit points as a wizard one level higher in the odd/even system. With a con bonus of +2, this is offset by 4 levels (9th level wizard has 10th level hit points). A barbarian with a +2 con bonus won't be a level ahead in hit points until 17th level, so they don't notice the difference. (and by 17th level, barbarian con bonuses are going to be much more than +2, especially when raging) Is it that big of a deal? Probably not, just something to consider. |
| Ghenesh05-04-07, 11:46 AM | I don't have a problem with the hp system as it is, what I don't like is that a second level character is practically twice as resistance as a 1st level character... I just don't like it, so i made up a rule that every character has a bonus hp number based on its size: +10 hp for medium characters, -2 for every size category below medium and +2 for every size category above medium, besides the first hit die is not maximized, it's rolled instead. Anyway i let characters take the average rounded up and re-roll 1s. |
| Tequila_Sunrise05-04-07, 03:31 PM | One fixed varient I'm thinking about using in my next game, is to use the average, which alternates between rounding down and up each level. This is exactly what my link leads to. I often don't like to click on links either, but sometimes it helps. P.S. If you make the formula into a chart like I did, players can't complain that it's too complicated. |
| Racous12105-05-07, 03:24 PM | What I use in all my games and most people that I play with adopt this rule. For Leveling a characters HD it works like this: Level 1 Max Level 2+ D4 Roll 1d4 D6-D8 Roll 2d6 or 2d8 D10 Roll 3d10 D12 Roll 4d12 Taking the highest score. Yes it seems rough for spell casters but they can usually stay out of harms way enough that the low hps is not that much of a hinderance. All of my players and myself really like this system as you very rarely will roll a 1 more than once although sometimes it does happen. Racous |
| Drachasor05-05-07, 06:34 PM | Taking the highest score. Yes it seems rough for spell casters but they can usually stay out of harms way enough that the low hps is not that much of a hinderance. It's ROUGH for Wizards and Sorcerers. It is GREAT for Clerics and Druids. Since hit points aren't a big deal for high level wizards and sorcerers, this is largely very harsh on low level wizards and sorcerers compared to other classes. I think the best method is some fixed amount every level. One of the follow: half rounded up (3, 4, 5, 6, or 7 based on the die), .75%, rounded up (3, 5, 6, 8, 9 based on die), or maximum for the die. The last two make a larger difference between die sizes, but it also makes the PCs a bit tougher on average (so might need to take this into account a bit). Now you can have a system that tries to 'balance' the rounded, switching every level, but I don't think it is worth it. It IS a little more complicated. That might not seem like much, but with any new rule or rule change, you should always keep things as simple as possible. That way you don't have to worry about people remembering all the tiny variations in a dozen or two different rules (when you consider the rule-set as a whole). Since a fixed amount is easier and doesn't change the balance really, it is significantly preferable to other proposals, imho. Every little bit of simplicity helps, and each bit of complication adds up. -Drachasor |
| Xeviat-DM05-06-07, 04:03 AM | I've been giving Max HP for some time now, and while my players survive more than they used to, they also have more fun. It's also a nice distinction between true NPCs and Mooks: NPCs get max HP too, but Mooks get average (d8 is 4.5). |
| RobbyPants05-06-07, 10:28 AM | P.S. If you make the formula into a chart like I did, players can't complain that it's too complicated. Well, the only problem about a chart, is that my system isn't based on each class level, but rather, the character's level. If it were based on the class level, then people would be able to dump out of the class at an even level for that extra HP. Not that that's a big gain or anything, but I have at least one player who would consider it... Although, after reading through some of these, I really likeNaderion's system. I'm thinking about implementing that. It keeps the PCs from getting below average rolls, and still offers the randomness of some high rolls. In case anyone's interested, here are the averages of that system compared to normal, for each die type: Die Normal New Type Average Average ________________________ d4 2.5 2.75 d6 3.5 4 d8 4.5 5.25 d10 5.5 6.5 d12 6.5 7.75 So, all in all, it doesn't really boost your statistical average HP that much, but it just keeps the low end from being so devistating. Nice idea :D |
| Tequila_Sunrise05-06-07, 10:56 AM | Well, the only problem about a chart, is that my system isn't based on each class level, but rather, the character's level. If it were based on the class level, then people would be able to dump out of the class at an even level for that extra HP. Not that that's a big gain or anything, but I have at least one player who would consider it... My chart assumes a single classed character. If a player wants to multiclass, they need to either write down the avergage hp/level formula or remember it. If they're ready to take on the various other complexities of multiclassing, this one shouldn't phase them. |
| Drachasor05-06-07, 01:46 PM | My chart assumes a single classed character. If a player wants to multiclass, they need to either write down the avergage hp/level formula or remember it. If they're ready to take on the various other complexities of multiclassing, this one shouldn't phase them. Again though, I think one should try to minimize complexities, minimize the additional rules a player or DM has to remember. That's a much better philosophy than "one more exception/complexity won't matter." If you don't try to avoid making the rules more complex with every house rule, then pretty soon you've made D&D even harder for a new person to grasp and easier for an experienced player to mess up. So why not just round up always and save the player/DM one more hassle? |
| FatMonkey1305-06-07, 02:02 PM | Your responses are greatly appreciated but I was wondering if any person has an answer to the following: ...why does the RPGA use 8 for d12 HD instead of 7, and 2 for d4 HD instead of 3? Also can any person confirm this is what the RPGA does as I never did any of their events and this came out of a discussion with some of my players and a friend who does a lot of RPGA stuff. |
| Magrus05-06-07, 02:03 PM | I tend to do Full 1st, and 1/2 + 1 for each HD after that. Slightly higher than average, so if I use an NPC with average, the PC's are slightly above them. I allow players to roll if they are feeling lucky though. Some prefer it. |
| kamikazesamurai05-06-07, 04:14 PM | man our hp system is simple compared to yours. its CON+CON MOD+HD at the 1st level, then normal progression after that. |
| Drachasor05-06-07, 04:17 PM | I tend to do Full 1st, and 1/2 + 1 for each HD after that. Slightly higher than average, so if I use an NPC with average, the PC's are slightly above them. I allow players to roll if they are feeling lucky though. Some prefer it. Yeah, that's average roll rounded up. It keeps the HP balance regarding monsters, and it is easy to remember (half die max +1). Personally I have used Naderion's system. I ran a game a couple years ago, and when a tank rolls a 1, 2, or 3 on a D12, that HURTS (and almost nerfs the character if it happens twice). It doesn't change the average result that much, but it makes it so that you won't have crappy hit points. Overall I think I prefer 1/2 Max +1. That's easier to remember, you don't have to worry about one player getting lucky or unlucky, and it is balanced. -Drachasor |
| Tequila_Sunrise05-07-07, 11:24 AM | Again though, I think one should try to minimize complexities, minimize the additional rules a player or DM has to remember. That's a much better philosophy than "one more exception/complexity won't matter." If you don't try to avoid making the rules more complex with every house rule, then pretty soon you've made D&D even harder for a new person to grasp and easier for an experienced player to mess up. So why not just round up always and save the player/DM one more hassle? Suit yourself. I wouldn't want to just round up because then I'd feel obligated to adjust all monster hp accordingly, which would involve even more work for me. With my chart, hit points only become a slight hassle for multiclassers--if a new player wants to multiclass, I'll warn them of the added complexities (all of them). If they don't find any of the other complexities difficult, they shouldn't find 'half plus one on odds, half on evens' difficult at all. |
| Drachasor05-07-07, 12:59 PM | Suit yourself. I wouldn't want to just round up because then I'd feel obligated to adjust all monster hp accordingly, which would involve even more work for me. With my chart, hit points only become a slight hassle for multiclassers--if a new player wants to multiclass, I'll warn them of the added complexities (all of them). If they don't find any of the other complexities difficult, they shouldn't find 'half plus one on odds, half on evens' difficult at all. The difference is a few hit points, and monsters aren't heroes, so you don't have to worry about it. At worst you just add half the HD of the monster to its total hit points and you are done. Most of the time though, you don't need to bother. 5 or so hit points at mid-levels does not change the CR of anything. -Drachasor |
| The_Ditto05-07-07, 02:00 PM | Just got off another thread which I just thought of something like this: d4 = d2+2 d6 = d3+3 d8 = d4+4 d10 = d5+5 d12 = d6 + 6 Basically: let n be the hit die type (ie 8 = d8, 6 = d6, etc.) let y = n / 2 let hp = dy + y good points: - Gives you the upper half with a single roll .. - even distribution across the upper half ... (ie no skewed distribution) - favours the PCs with > average hps ... - quick and easy to calculate regardless of multi-classing, etc. bad points - math - :raincloud - d5's are hard to come across ... ;) |
| RobbyPants05-07-07, 02:24 PM | - d5's are hard to come across ... Just as hard as d3s... |
| Steely_Dan05-08-07, 10:25 AM | As someone else mentioned, it does suck to have your paladin or what have you roll nothing over a 2 for hit points due to levelling up three or four times, so I use the Living Greyhawk hit point system: d4 = 3 d6 = 4 d8 = 5 d10 = 6 d12 = 7 I don't like randomisation for things like ability score generation and hit points; I just like randomisation for actions etc. I mean, would you like to roll to see which skills you start with, or feats, or race etc? |
| RobbyPants05-08-07, 03:41 PM | I don't like randomisation for things like ability score generation and hit points; I just like randomisation for actions etc. I mean, would you like to roll to see which skills you start with, or feats, or race etc? It's a bit of a sacred cow. Espescially with point-buy becoming so popular with certain groups. |