
Freehold DM |

vuron wrote:Freehold DM wrote:
I've found the best way around this is to not do this(Con Score + HD) for the NPCs, even important ones.I could do that but one of the key things that appeals to me about 3.x in contrast to other versions of D&D is that NPCs and PCs use the same build rules. While that might make them needlessly complex to generate and play from an aesthetics reason I like having both types of characters operate on the same ruleset.
So for me the kicker needs to be scaled for both PC and NPC use.
You could use the old "PC classes are better than NPC classes and racial HD" trick. The rules already specify that if your first level is a PC class level, you get max for that level.
So why not: if your first level is a PC class level, add your Con score. Important NPCs with PC classes get a survivability boost, while warriors, adepts, and the like can still function as low-HP mooks.
Hmm...writes this down for later

Kirth Gersen |

I have them gain hp in set increments starting at max and in descending order by twos each level after that until 2 then back to max, that way every class has a base hit point level and the deciding factor is con score
Doesn't that sort of very strongly encourage multiclassing out when you hit the median hp mark? Or does the second class' progression get somehow pro-rated? Not sure how that would work.

Kirth Gersen |

I'd say multiclassing shouldn't have too much of an effect unless you get more levels in the new class that the old, and then you should stall a level or two, where you either get the same amount as the previous level or you skip a progression.
OK, so I'm a fighter 1/barbarian 2 with 16 Con. Do I get 13 + 15 + 13 hp? Or 13 + 13 + 11? Or 13 + 11 + 9?
I actually have no idea how it works, so I can't say whether I'd like it or not.
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OK, so I'm a fighter 1/barbarian 2 with 16 Con. Do I get 13 + 15 + 13 hp? Or 13 + 13 + 11? Or 13 + 11 + 9?
I actually have no idea how it works, so I can't say whether I'd like it or not.
Fighter 3 would be 13(10+Con) + 11(8+Con) + 9(6+Con).
Fighter1/Barbarian2 would be 13(10+Con) + 13(10+Con) + 11(8+Con).
Barbarian3 would be 15(12+Con) + 13(10+Con) + 11(8+ Con).
Just guesstimating off the hip here.
Conversely, a Fighter1/Wizard2 would be 13(10+Con) + 9(6+Con) + 7(4+Con).

Kirth Gersen |

Fighter1/Barbarian2 would be 13(10+Con) + 13(10+Con) + 11(8+Con).
Conversely, a Fighter1/Wizard2 would be 13(10+Con) + 9(6+Con) + 7(4+Con).
This is inconsistent, then; multiclassing to barbarian continues the minusing, whereas mutliclassing to wizard "resets" you to the highest HD value?

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TriOmegaZero wrote:This is inconsistent, then; multiclassing to barbarian continues the minusing, whereas mutliclassing to wizard "resets" you to the highest HD value?Fighter1/Barbarian2 would be 13(10+Con) + 13(10+Con) + 11(8+Con).
Conversely, a Fighter1/Wizard2 would be 13(10+Con) + 9(6+Con) + 7(4+Con).
No, multiclassing to Wizard lowers your progression by two steps instead of one. Although three steps may be better so that multiclassing Cleric lowers you by two steps. Multiclassing Barbarian freezes the progression for one step.
Think of it in terms of the HD. If you multiclass Barbarian, your upper end has increased by 2. If you multiclass Wizard your upper end decreases by 4.

cranewings |
I do one half, rounded up. Not that all or most gamers are cheaters, but in my years of playing I've noticed that only maybe one out of eight players will have less than average hp. If you correct this by making people roll in a group and then keep track yourself, they can be irritable with the result or pissed that they are being treated like children. I always make sure people have solid average hp, and the stats they want.
One day I'd like to run a hardcore raw iron man game with random hp and stats down the line, just for a change of pace, but I'll need a new group for that.

amorangias |

At the moment, my group rolls but any roll beneath 1/2 HD defaults to half HD.
In the Dark Sun campaign I plan to run soon, I'm definitely giving them full HP for at least first three levels. Then... we'll see, either I'll continue giving them full hit points or default them to 1/2 HD +1 per level.
I don't like rolling for your hit points much. I can appreciate rolling for stats (though these days, we tend to use very benevolent systems for rolling stats, like "roll 3d6 and replace the lowest die with 6"), but rolling hit points always seemed to miss the point of some classes having higher hit dice in the first place. It's too easy to make the character unnecessarily challenged with just a few poor rolls.

Kirth Gersen |

No, multiclassing to Wizard lowers your progression by two steps instead of one. Although three steps may be better so that multiclassing Cleric lowers you by two steps. Multiclassing Barbarian freezes the progression for one step.
Think of it in terms of the HD. If you multiclass Barbarian, your upper end has increased by 2. If you multiclass Wizard your upper end decreases by 4.
Given that this is making my head hurt, it's not something I'm likely to switch to anytime soon. ;P

Mark Norfolk |

I'm a follower of The Dice too. Max hp for first level but rolling thereafter. (If a '1' is rolled it can be re-rolled but if it's '1' again Fate has decreed it so).
When I ran a Ravenloft game with PFBeta I used the HD + Con Mod + Attribute sidebar rule, rolling HP thereafter, as above.
Cheers
MaRK

Ksorkrax |

For my characters, I take the actual average, having a .5 every even level. A half hitpoint doesn´t count in game, only for becoming a whole one when leveling.
So for example my wolf companion (d8) lvl 5, con modifier +2 has
8 + 4,5 + 4,5 + 4,5 + 4,5 + 5*2 = 36 hit points (since 4.5 is the expectation of a d8)
(our DM said "roll or take average")
As for rules with a higher expectation (max hit points, that dx -> d4+(x-4) thing et cetera), I wouldn´t be sure that the balance holds. One effect of high hp is reducing the effect of luck but also the effectivity of casters and powers that are limited to a number of rounds per day since the fights go longer. It increases the expenses in potions but also makes the usage of potions more effective.
So after all, it´s about experience in using different rules which I haven´t - woulda be nice if someone here who indeed compared the rules could give some insight

Turgan |

I use the average myself, max at first level, half round down for each even level, half round up for each odd level.
+1
In our group there is the option to roll the dice (except for first level obviously) or do it the way Kierato handles it.
You decide each level which method to take.

Echo Vining |

Jonathon Vining wrote:I had an idea that I'm going to try out in my next campaign. Max + con mod at first level, as usual. Each level after, you roll for hp but if the result on the die is equal to or less than your con mod you reroll.Do you still get your con bonus on top of that?
Yes. Do you think that would be too much?

Phneri |
I see two threads going in this topic pretty consistently:
1. High hit dice should be rewarded.
2. Too many hit points hurts the effectiveness of blasting/martial stuff.
My thought: You get max HP at first level. After each level roll your hit dice and add con.
The difference is this number CANNOT EXCEED the maximum possible result of the hit point die.
So the wizard can't get more than 6 hp a level.
Toughness/HP bonus adds a further 1 to this total, but still cannot exceed the dice.
This means the most ridiculous tweaked out high con wizard ever is still going to be relatively fragile, and the higher HD characters can acquire a significant difference in HP.
Bonus HP from temporary con boosts (rage or bear's endurance) still occur. Long-term stat boost items add up to the absolute maximum that character can have. So the fighter with 47 HP at level 5 equips a +2 con item. He goes to 50 HP (+5 but reaching the maximum potential on d10 * 5).
Thoughts?

Major__Tom |
Max at 1st, roll thereafter. And why shouldn't the wizard/sorcerer have the most hit points.
My sorcerer, Toronto, lackey of the fabled Gnome Ranger, had a responsibility. He had to be in front, because obviously the Gnome Ranger needed someone to announce he was coming. Which I did, with fanfare of trumpets (audible glamour), and lights to match (dancing lights or silent image). Of course I took a lot of damage, being in front, so I had an 18 con, toughnessx2, and as soon as we found one, a +4 con belt. I never did get any bracers worth a darn. But by 6th level I was a sorcerer with over 85 hp.
Also, I wondered if any other group has run into dwarf karma. We have been gaming for 35 years, with probably 3-400 PCs in that time. So probably 40 or 50 dwarves. And in all that time, I have yet to see a dwarf who didn't average about 80% of possible hit points. And yes, all our hit dice are rolled in the open. And no, it is not just one person who plays dwarves, probably 10 or 15 different people have seen this happen, over the years. It's just like, as soon as they declare they are a dwarf, there is no number lower than 8 on their dice. Does this happen to anyone else?

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For level 1 hit points, I do max + your Constitution score(not including modifier), roll for 'em from then on. This usually leads to slightly more resilient characters, but not to the point that they're invincible.
+1
But I let them re-roll 1's once. If they get it again, someone wanted them to have that 1.

james maissen |
Do you guys allow for set hit points per level?
What do you do?
I've done the roll and live with it. I had a 1st edition Wizard with his hitpoint and his staff.
I've done the max hp and DM adjusts the encounters. This was also in 1st edition, and worked great. It avoided those situations where there's the 1st level fighter with the same hps as the 2nd level fighter.
In 3rd edition I've mainly played Living Campaigns which used a set hp based on die type and I have to say that I like this method. I would go with the higher end of average rather than 75% however. It keeps the differences between the die types fairly crisp and clean, though with the elimination of d4 HD this does slide away a bit as you're looking a 4hp wizards, 6hp clerics, 7hp fighters and 9hp barbarians (perhaps 8hp fighters). But you can see the break difference there and I'd suggest that you let that sway you.
-James