Roll 3 hit dice, take median, for levelling up? [Archive] - Wizards Community

Post/Author/DateTimePost
JulesCARV

12-30-05, 02:37 PM
I don't have Unearthed Arcana, so this isn't technically a UA house rule, but what do you think of the idea of, on levelling up, rolling three hit dice, taking the middle one, and adding con bonus?

For someone at level 15 or something, it doesn't make much difference, but for someone going from first to second level, being a 2nd-level 14-constitution ranger with 13 hit points is rather different than being a 2nd-level 14-constitution ranger with 20 hit points.

Intuitively, it seems balanced, and balancing, but for the experienced house rulers out there: any faults?
MasterOfPsychic

12-30-05, 03:20 PM
yeah, it seems fair, because nothing is more boring than to realize that your Fighter falls like 20 HP behind the ranger at lev 5... so it's not faulty or anything... But it takes away much of the fun from rolling good as well, so don't add it to your game, unless everyone agrees... OR make it optional... AND in that case, make them choose BEFORE the first roll :P (I take my roll... *rolls 1* did I say take, I meant take the median *rolls 2 more dice" :P)
Tyler Do'Urden

12-30-05, 04:11 PM
What's wrong with just rerolling 1s? Or simply taking the median?

Seriously, I don't know anyone that rolls that rolls so bad on hit points so consistently that they need an alternate ruleset to survive.
cmrscorpio

12-30-05, 08:57 PM
I'd just like to point out that in order for a barbarian to gain 12 hps on a level up, 2 of the 3 rolls would need to be 12s.

In the long run, the rolls will be closer to the center of the range with very few levels getting either the higher or lower amount of hps each level.

I personally prefer the rule of rolling 2 dice and taking the higher of the two.
JulesCARV

12-31-05, 02:04 PM
cmrscorpio: would your system make PCs more powerful overall, so that things like ECLs would be screwed up, and would have to be lowered or something like that?
magnoliafan_999

12-31-05, 04:22 PM
When we played DnD my Dm had a good system. You roll your Hit Die in the open and he rolls in secret. You can take what you see or risk it and take his secret roll. Felt like gambling every level and with luck you'll make out okay. It's also easy to accept taking a 1, cause' if you got one and it ends up he got one, it was meant to be.
IceFractal

01-04-06, 10:19 PM
If you're going that close to the median anyway (three dice used that way gives very little deviation from the average), then you may as well just use average hit points, either rounded up or fractional:

d4 = 3 (2.5)
d6 = 4 (3.5)
d8 = 5 (4.5)
d10 = 6 (5.5)
d12 = 7 (6.5)
Thurbane

01-04-06, 11:50 PM
We always had a house rule that if people didn't want to roll hit dice, they were allowed to take averages (as suggested above) and it worked just fine.

Except when someone chose to roll and did well - then all the "average" players got grumbly... :D
Commander of Chaos

01-05-06, 12:23 AM
What my DM does is that you roll your HP, and the minimum you can get is 1/2 the die +1. So its 3 for a d4, 4 for a d6, 5 for a d8 ect. If you roll above this you keep your roll. Mathematically, this gives the players 30% more HP, so to compensate for this, all the monsters are given 30% more HP. We all really like the system. It keeps us from having a rogue thats tougher than a fighter, but it also keeps the fights challenging.