
Pro100Andr |

Right now im a GM in Strange aeons campaign. I have a 3 players: Elf Investigator( Psychic Detective), Human Barbarian and Human Mesmerist ( Gaslighter). Also I give them some changes: Gaslighter can be neutral, Barbarians bonus Hp works like in Unchained version and I add bonus amount of phrenic points equal his Int Bonus(like inspiration)
Right before one of final bosses in Briarstone Asylum I gave them 3Rd level. And here I saw a problem: Investigators Constitution is 8. Its a -1 to Hp, and then he rolled 1 on d8. This means that he have only 16 Hp on 3Rd level
As GM I understand that I can change smthg in campaign and add smthg new. But I a little afraid do this in such well written campaign ( Also its my first experience in Advanture Path).
I thought about belt of Constitution, but it not increase much Hp. Also I dont know, this item will be too strong or weak in The Thrushmoor Terror and later. I dont saw there items that boosts stats there
(I apologize for my English, I will be grateful for any help or advice)

SheepishEidolon |

Right before one of final bosses in Briarstone Asylum I gave them 3Rd level. And here I saw a problem: Investigators Constitution is 8. Its a -1 to Hp, and then he rolled 1 on d8. This means that he have only 16 Hp on 3Rd level
Ok, there are several alternatives to straight rolling HP:
1) Roll them, but they always get at least half the dice. That's a minimum of 4 for a d8, respective 3 with Con 8.
2) Don't roll, give them half the dice + 1. That's always a 5 for a d8, respective 4 with Con 8.
3) Simply give them full HP, meaning 8 for a d8, respective 7 with Con 8.
If you want the threat of low HP without too much randomness, here is another option:
1a) Roll them, but they always get at least half the dice. However, if they rolled less than half, they get an according "HP debt". If they roll better than half next level, reduce the HP amount by the HP debt until it's just half or the debt is paid. In the former case (not all debt paid) keep the remaining HP debt for next level etc..
Example: Elendriel the overly smart elf investigator, Con 8
Level 1: Simply gets full HD, so 8-1=7 HP.
Level 2: Rolls 6 for d8, so 6-1=5 HP.
Level 3: Rolls 2. Ugh. Gets 4-1=3 HP but also a HP debt of 4-2=2.
Level 4: Rolls 5. Well. Pays 1 point of HP debt, ends up with 4. Gets 4-1=3 HP. Still has a single point of HP debt.
Level 5: Rolls 3. Meh. Gets 4-1=3 HP but his HP debt increases by 1.
Level 6: Rolls 8. Weee. Pays all 2 points of HP debt, ends up with 6. Gets 6-1=5 HP.
etc.

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Let him die.
Con 8 and unlucky hit points Roll = early death.
I never let players roll hit points or stats individually.
I usually point buy and half hit dice rounded up.
If they want to roll stats, then they roll a set each. And all the players can choose between which set they want.
I they want to roll hit points, they roll a d6 each.
If they are 4 players I roll a d4 to see which of their rolls they all are going to use.
8 hitdice characters add 1 to the result
10 hitdice characters add 2 to the result
12 hitdice characters add 3 to the result

MrCharisma |

The way we roll HP is that the player and the GM each roll a die and the chsracter gets the higher of the 2 rolls (but you get max at 1st level)
Having said that, my 12-CON Investigator managed to get some seriously bad luck and ended up with a 1 at 2nd level and a 2 at 3rd level, for a total of 18hp at level 3. He died in his first combat (he was my replacement for another dead character).
Let him die. It's part of the game.
Honestly, I think this is the best way to go if you think your players will handle it.
We had a TPK in Carrion Crown (followed my my Investigator dying as well), and while it sucked at the time it really made the world seem scary and dangerous. Our new characters are careful, and are not above running away if the option presents itself. It's made the gsme more fun in the end.

Pro100Andr |

The way we roll HP is that the player and the GM each roll a die and the chsracter gets the higher of the 2 rolls (but you get max at 1st level)
Having said that, my 12-CON Investigator managed to get some seriously bad luck and ended up with a 1 at 2nd level and a 2 at 3rd level, for a total of 18hp at level 3. He died in his first combat (he was my replacement for another dead character).
VoodistMonk wrote:Let him die. It's part of the game.Honestly, I think this is the best way to go if you think your players will handle it.
We had a TPK in Carrion Crown (followed my my Investigator dying as well), and while it sucked at the time it really made the world seem scary and dangerous. Our new characters are careful, and are not above running away if the option presents itself. It's made the gsme more fun in the end.
About death, well I thought about this, but as I see this campaign story tied to characters. what I should to do then? End the campaign?
( if there are ways to change characters, or smthg like that Im ready and accept spoilers)
MrCharisma |

Well I'm listening to a certain well known podcast right now, and they're playing book 1 of Strange Aeons, and ...
I'm sure there are story reasons for everyone but if you can't let them die then there's no real threat. If there's no real threat there's no real achievement. I'm not saying that's the wrong way to play but I've definitely found my games more enjoyable since I accepted that death is real and you might not make it.
Totally up to you, I'm just giving you my honest opinion that I think this improved our game in the long run.

Kir'Eshe |

Hi.
You are showing foresight for an unlucky roll. Randomness is part of my enjoyment of character construction.
The belt is a valid idea. Another idea could be some temporary hitpoints. There are many types of drugs in Pathfinder, a spell could do the trick too. I would create an NPC encounter prior to the main event that was non-combative and could give the Elf investigator temporary hitpoints or con bonus for doing something right. Weave in the encounter and give the players xp if the Elf gets the boon. Good Luck!

Pro100Andr |

Death of character is normal idea, but.....

Cevah |

Use the Retraining rules:
Sometimes the dice aren’t in your favor when you gain a level and the hit points you roll are especially low. Unlike retraining other character abilities, retraining hit points doesn’t involve replacing an existing ability with a new one, it just increases your maximum hit points.
Retraining hit points takes 3 days and requires you to spend time at a martial academy, monk monastery, or with some kind of master of combat who is at least one level higher than you. At the end of the training period, increase your hit points by 1. You can retrain hit points only if your maximum hit point total is less than the maximum possible hit point total for your character.
Example: If you are a fighter 5 with Constitution 14 and you haven’t allocated any of your favored class bonus to hit points, your maximum possible hit point total is 60: (d10 HD + 2 from Constitution) × 5 levels. If your maximum hit point total is already 60, you can’t retrain hit points because you are already at the limit. If you took the Toughness feat, you would gain 5 hit points and your maximum possible hit point total would also increase by 5, which means your ability to retrain hit points would be the same as without the feat.
Make him pay for training and take the time, and presto: more HP.
/cevah