
ADAVOL |
Wanting opinions on a new method of determining hit points (only for PLAYER characters), using a set of rules that allow for both random chance with hit dice but, doesn’t gimp characters in the long term.
The method / rules would work as follows:
First level – Assume that the PC rolled the highest possible roll for their class hit dice and then add any CON or other (favoured class bonus, etc) modifiers.
All levels following 1st level would use the following systems:
1.The player chooses to use the average roll for their class’s hit dice and then add any relevant CON or other modifiers.
2.The player chooses to roll their hit dice then add any relevant Con or other modifiers.
2a.At the GM’s choice the following can also be (and is recommended) implemented:
2ai.Minimum hit point gains for each class / hit dice; this can be changed at the GM’s discretion for each class / hit dice. Default: HD4 = 2, HD5 = 3, HD6 = 3, HD8 = 4, HD10 = 6.
2aii.Allowing a set number of rerolls and allowing the highest roll; default 2.
2aiii.Only allowing rerolls (or defaulting to i.) if the value falls below a set number; default (HD Number/2) – 2 rounded up.
The above system is a combination of already reiterated ideas and doesn’t do anything that can help reduce player gimping or make the argument for random dice rolling fairer however, I feel this in of itself in the core rule book would make it known there are other ways of doing the dolling out of health points and the below additional system would fix the issue of long term gimping.
Hit Point Catch-Up System
This system would work by allowing player characters to “train” or otherwise get back the hit points they missed out on and would work as follows.
1.Player initial hit point determination works using above rules however, maximum health available to the player is kept track of as well as which rolls where used for each number of health points gained.
2.The player would now have an option to ‘train’ or otherwise earn those potential hit points
This ties into roll playing / gming quite well when players roll low numbers for example:
Fighter rolls low numbers and gets 2 + 2 (Con) + 1 (FCB) = 5 out of a potential 13 after a quest and level up the GM can then role-play with: “After the mighty adventurer X returned from his quest of Y he spent one to many nights in the city of Z drinking in taverns and enjoying his new found fame instead of practicing with his sword and has strayed behind the skill of his peers… +5 to current weight (temporary)”.
3.The training system would work through players having to be in a specific place (a city for example) and relevant training area (barracks, etc for a fighter) then having to pay a premium in gold (for equipment, mentors, …) before finally committing game time to practicing and gaining the missing health points. (This system would work using numbers I put together found below)
3a.Adding to this system I devised that to make it more profitable for players to risk rolling instead of taking the average that players pay double for taking the average, instead of rolling.
To determine cost and the time taken of gaining 1 health point towards maximum cap do the following:
1.Decide how many health points you wish to train for.
2.When training more than 6 HP’s reduce time by 1/4 but increase cost by 1/4.
3.Health points missing when choosing average rolls over rolling for hit points are tried for first this doubles the cost of gaining those health points.
4.Use the formula to determine cost: 1 HP = (500gp * ((CL/2) * 3)) * additional modifiers.
5.Use the formula to determine time required: 1 HP = (1 week * (CL/4)). During this time the PC cannot do any other time consuming actions e.g. building, or profession work.
5a.At the GM’s choice they can introduce skill checks or equivalent to determine success based on a relevant class skill (to THAT players character), etc.
I’m personally undecided on purely rolling (or whatever other methods that introduce random chance) for things that not only directly affect both gameplay but also how players perceive and in some cases how much enjoyment they take from their characters, and would much rather see rules in place that allow for a rewarding risk vs temporary loss scenario with official rules like the above backing it, in place of pure chance vs gimping.
Besides it’s not that unrealistic to assume that a fighter in the LONG term would end up been stronger, healthier, etc than a wizard (and a lot more likely to train in these regards); but that’s not to say the wizard couldn’t or wouldn’t chose to also get healthier through training (and that’s not just to say of the body; maybe the wizard trains his mental fortitude gaining the focus to take more damage).

Ciaran Barnes |

I've been just rolling for PF, but in 3.5 I used a couple of different ways.
1) Don't roll, just take the average rounded up. d6 gets 4, d8 gets 5, d10 gets 6. This is basically what 4e ended up doing.
2) The most fun one was that both the player and GM rolled a die, but the GM's roll was hidden. The player could choose his or her roll, or choose the GM's hidden roll. You can either play the odds and take yours if it is on the upper half off the scale, or use body language/mind games/psychology to determine if the GM's roll is better than yours or not.

Da'ath |
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Due to the larger number of deaths at 1st level, I ended up using a "front-loaded" average system. The hit points remain the same, overall, with just a .5 hit point gain. It boils down to:
1. Maximum hit points at 1st level (6 on a d6). Add 10 to this total.
2. Average hit points from levels 2-20 (rounded down, so 3 hit points a level on a d6).
The 10 "bonus hit points" are the result of dropping the decimal, i.e. levels 2-20 would grant 3.5 hps per level under the usual rules. The total comes to 9.5 and I round it up.
Die (Starting HPs {before Con}/HPs Per Level After 1st)
d6 (16/+3)
d8 (18/+4)
d10 (20/+5)
d12 (22/+6)