Alternate Hit-Point generation


Pathfinder First Edition General Discussion

Scarab Sages

I was listening to Private Sanctuary's podcast on generating ability scores and the rolling up of hit points was mentioned. Basically the only two methods brought up were rolling the hit die or else just taking the average result every level.

It occurred to me that you can get a more average result by either rolling two hit dice and taking the average of them, or else breaking down the hit dice into a 2-dice roll: 1d6 becomes 2d3, 1d8 becomes 2d4, 1d10 becomes 2d5, 1d12 becomes 2d6. I figured that this could not possibly be a new idea, and was wondering if anyone else generated hit points this way.

Also, to play devil's advocate - if you're going to go to the trouble of trying to make hit point rolling more average, why not just take the average?


My players like to roll dice far more than they like static values, at least for hit points (they will probably pull pitchforks and torches out of their bags if I suggest rolling stats). However, I run a slight modification; reroll if you come up with a value in the lower quarter(ish) of the die range. So d6 rerolls on a 1, d8 on a 1-2, d10 on 1-3, and d12 on 1-4. I know this isn't really much different than simply changing it up to be, say, d6 -> d4+2, d8 -> d6 + 2, etc. But this way is just more fun!


Our group uses what we call High Average.

D6 = 4
d8 = 5
d10 = 6
d12 = 7

We ALLOW people if they wish to roll to roll however most people choose not to.

We also use an optional rule from the Beta book. At first level Bonus HP are equal to Con rather then Con Modifier. This makes people more resistant to a single crit killing a character at level 1.


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I've toyed with the idea of doing 1D6 roll for hit point for every class. Then if you are 1D12 you add 6, 1D10 you add 4, and 1D8 you 2. A 1D6 HD is just as it is.

One problem I found with rolling hit points is I've seen a Sorcerer with more hit points that the fighter due to rolling a lot of 6 while the fighter in the group rolled a lot in the 1-3 area. I think the fighter should have more the 2 hit points per level better than the sorcerer.


I'm a big fan of just assuming average, or even rounding the average up, which someone else called the "high average" earlier.

In general it's much better to just have average hp per hit die than to have low. And having high hp usually isn't a big advantage either.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Random rolls and static values are the extremes. There are variants at both ends -- for example, I have been in some campaigns where players just get the maximum. Iron Heroes had everyon roll a d4 for hit points, with extra points added according to what the size of the hit die would have been -- so, for example, a class that would normally roll a d12 for hit points would roll 1d4+8 instead.

But frankly, the only reason I can see for rolling hit points is tradition -- the game started out with rolled hit points, so many people just assume that that is how things should be done. But why should the amount of damage one can take be rolled? What does it represent? At least with ability scores you are (supposedly) representing the randomness of genetic luck (but then why are you allowed to arrange the rolls as you please?). But all of the factors that go into determining your combat toughness are already known -- why not just plug them into a formula an calculate a final value?

Liberty's Edge

Ughbash wrote:

Our group uses what we call High Average.

D6 = 4
d8 = 5
d10 = 6
d12 = 7

We ALLOW people if they wish to roll to roll however most people choose not to.

We also use an optional rule from the Beta book. At first level Bonus HP are equal to Con rather then Con Modifier. This makes people more resistant to a single crit killing a character at level 1.

This is what PFS uses...and I use it in my game as well.


MurphysParadox wrote:
My players like to roll dice far more than they like static values, at least for hit points (they will probably pull pitchforks and torches out of their bags if I suggest rolling stats). However, I run a slight modification; reroll if you come up with a value in the lower quarter(ish) of the die range. So d6 rerolls on a 1, d8 on a 1-2, d10 on 1-3, and d12 on 1-4. I know this isn't really much different than simply changing it up to be, say, d6 -> d4+2, d8 -> d6 + 2, etc. But this way is just more fun!

I use a similar method, but I let them reroll if they are in the bottom half of the die range, 3- on a d6, 4- on a d8, etc. They get to roll, but aren't stuck with crappy hit points.


Used to do roll and if it was below average then take the average. For game balance recently converted to strictly average HP per the bestiary.


I've been experimenting with rolling Hit Points, but then giving them a full hit die at levels 4th, 8th, 12th, 16th, and 20th instead of rolling.

I figure they get about 20% more Hit Points in the long run.

Grand Lodge

I run a game of all noobs so I gave them max Hp for the first 2 levels, then roll, and if the roll is less than half they just get half. Sure this takes the penalty away but as GM I can also raise a monsters HP. It really just helps being killed by a lucky crit by a mook.

I'm in a game where we get max at each level, but all the NPCs have max HP also so its harder to kill characters on both sides.

Scarab Sages

I'm liking the idea of 1d6+remainder of the hit die. I think I'll offer that as an option in the next game I run.

Also going to try out splitting the roll across two dice.


Wolfsnap wrote:
I'm liking the idea of 1d6+remainder of the hit die. I think I'll offer that as an option in the next game I run.

I like this too.


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I just do the next lower die +2 or for martial classes the next next lower die +4

i.e. a Fighter is 1d6+4 and barbarian is 1d8+4
Druids, Clerics etc are 1d6+2
Sorcerers, Wizards etc are 1d4+2

This helps give a little of both worlds with some variability (not all fighters have x HP) but some constants so you dont wind up with a 10 HP 5th level fighter on awful rolls.

Liberty's Edge

RedDogMT wrote:
Ughbash wrote:

Our group uses what we call High Average.

D6 = 4
d8 = 5
d10 = 6
d12 = 7

We ALLOW people if they wish to roll to roll however most people choose not to.

We also use an optional rule from the Beta book. At first level Bonus HP are equal to Con rather then Con Modifier. This makes people more resistant to a single crit killing a character at level 1.

This is what PFS uses...and I use it in my game as well.

Me, too. Seems a solid way to go, and I hate randomness in character creation.


I allow them to roll two dice and choose whichever is higher. Most of the time this is good, and gives them HP in the upper side...but sometimes they roll double 1s...in which case...it seems the dice lords have spoken.


I personally use, Normal rolls, but allow payers to improve HP through the Ultimate Campaign Training Rules.

It used to me that I just went with max hp, but encouraging the use of training rules gets players thinking about down time and trying new things.


RedDogMT wrote:
Ughbash wrote:

Our group uses what we call High Average.

D6 = 4
d8 = 5
d10 = 6
d12 = 7

We ALLOW people if they wish to roll to roll however most people choose not to.

We also use an optional rule from the Beta book. At first level Bonus HP are equal to Con rather then Con Modifier. This makes people more resistant to a single crit killing a character at level 1.

This is what PFS uses...and I use it in my game as well.

for my homebrew, first level hp is equal to Con score plus max hit die.

Paizo Employee

In our houserules, we've been giving out max HP at every level. I also reserve the right to maximize enemy HP, although I usually only do so with named enemies.

That, plus a general disarmament on save-or-suck spells, has neatly avoided rocket tag issues in our high level game.

Cheers!
Landon

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