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Post by waysoftheearth on May 28, 2014 17:06:12 GMT -6
OD&D is tough for 1st level PCs even with above average hit points. Starting out an adventurer's career with 1 or 2 hit-points can seem almost hopeless!
Many referees therefore have house rules for rolling hit points, especially for starting PCs. I'm interested to know how OD&Ders are handling this nowadays...
(you can choose more than one option in the poll).
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Post by derv on May 28, 2014 17:21:05 GMT -6
I do one or the other depending on what day of the week it is. I either have them roll one die and take what they get in hit points or I simply allow starting first level players max hit points.
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Post by geoffrey on May 28, 2014 17:31:19 GMT -6
I allow maximum hp at 1st level. This doesn't affect later levels because I have the PCs re-roll their hp with each level gained (keeping the former total if higher than the new roll).
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on May 28, 2014 17:31:22 GMT -6
Max HP in pretty much every game, or something like every one gets X keep rolling your HP until you over take it with levelling.
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Post by Zenopus on May 28, 2014 17:35:23 GMT -6
I most recently DM'd a 4th level hero so I just took the straight results of the 4d8 dice (Holmes/Greyhawk rules).
You could let a first level character roll 4d8, and pick which dice to use for 1st, 2nd, 3rd, 4th.
Or how about a system, like prime requisites, where you can trade ability scores for hit points on a 2-for-1 basis?
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Post by tetramorph on May 28, 2014 17:50:09 GMT -6
My DM uses his "Planet Eris House Rules."
In these rules first level players roll till they get a 3 or higher. FM d6+1, MU d6-1, CL (& TH, if played) just d6.
He has us roll a new d6 every lvl up thereafter. We don't re-roll all HD when we lvl up. The "3 HP Min" only applies to your first, lvl 1 roll. After that, it is as it falls plus/minus class bonuses/penalties.
We "witness" each others rolls to keep us honest!
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Post by scottenkainen on May 28, 2014 18:54:04 GMT -6
Roll for hp, but re-roll if less than half maximum, -1 per additional roll. so a Cleric with 1d6 hp gets no re-roll if the roll is 4 or more, no second re-roll if the first re-roll is 3 or more, no third re-roll if the second is 2 or more, and so on. And then the highest roll is kept.
~Scott "-enkainen" Casper
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Post by Lord Cias on May 28, 2014 20:20:19 GMT -6
I voted the first option: only one roll and the die stands as it falls.
However, I allow players to generate ability scores (3d6 in order, of course), hit points, and starting gold then decide whether to keep the character or scrap it to roll another. So even if a 1 is rolled for hit points it might be worth keeping if the player also rolled really well for everything else. I also take the 're-roll all hit dice every level' approach so if the character survives to 2nd level the player has a chance to redeem the previous roll.
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Deleted
Deleted Member
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Post by Deleted on May 28, 2014 20:37:02 GMT -6
Roll a six-sider. Look at the number of pips showing. Write that number on your character sheet (adding +1 pip if you're a Fighter). Done.
HD are cumulative IMC, no re-rolling with each level gain. The Fates are kind or they are not.
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Post by Red Baron on May 28, 2014 20:56:20 GMT -6
Reroll every combat
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Post by oakesspalding on May 28, 2014 22:00:59 GMT -6
4's or more (on d6's). But it also depends on one's house rules for going below 0 hit points, binding wounds and so on. For example, if 0 or lower probably doesn't mean death, then it isn't clear there's much of a difference between, say, having 2 and having 4, except for the psychology of it.
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Deleted
Deleted Member
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Post by Deleted on May 28, 2014 23:58:38 GMT -6
I allow my players to opt for a set amount of HP (4) if they happen to roll a 1 or 2, but if they roll a 3 or higher they keep what they roll. Although I allow a system shock roll (con or less on 3d6) if they drop to 0hp success means they are knocked out instead of killed.
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Post by strangebrew on May 29, 2014 3:11:26 GMT -6
I'm preparing a new campaign, and I'm planning to have straight, keep what you get die rolls. Also planning on having them reroll every level as per EPT, and having everyone start out with two (or maybe even three) characters. In addition, a save throw at zero hit points to decide if you die, or if you're merely severely busted up for the next month. I think this idea is really interesting, but I'm not sure I'd want to set it in stone. I guess I could always have this be a guest rule for a session and see how it goes. Or better yet, permanently have all combat on a certain level of a dungeon follow this rule.
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Post by Finarvyn on May 29, 2014 4:34:34 GMT -6
I do one or the other depending on what day of the week it is. I either have them roll one die and take what they get in hit points or I simply allow starting first level players max hit points. This is a lot like me. I'm not always doing the same thing when I run different OD&D campaigns. My most common are max hit points at 1st level or to start at 3rd level, but sometimes I'll just let them roll once and see what they get. When my characters level-up, I always have them re-roll each level to beat their old total. (HP never go down, but may not go up.) If they survive, this tends to balance out a crummy roll later on.
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luc
Level 2 Seer
Posts: 30
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Post by luc on May 29, 2014 5:35:07 GMT -6
I'm starting a new campaign next week and I'll do the same as last time: players start with con as hp. Then reroll each level using M&M class progressions to beat previous total. This means players start out with hps around the equivalent of third level, but the extra starting hp don't have a long term effect.
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Post by Ynas Midgard on May 29, 2014 7:38:44 GMT -6
For OD&D (and its simulacra), I have the players re-roll their HD each session. For other D&D-esque games, players have max HP at first level; thereafter they may either add a single HD to their current HP, or re-roll all of them.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on May 29, 2014 7:53:54 GMT -6
Max hit points including Con bonus at first level.
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Post by coffee on May 29, 2014 8:07:29 GMT -6
I went with "Other", even though I haven't used this system yet. But I've wanted to try it for a while. Here goes:
Every hit die is maxed out. Don't even roll. I'll be using the LBBs with no supplements, so a Hero would have 24 hit points, a Theurgist 13, etc. (Plus or minus for Con.)
And zero hit points equals dead. No final saving throw, no nothing.
I'll be generous with hit points, but I'll also take what the dice give me for monster attacks and damage.
I don't think this will unduly unbalance the game, either; as a player of long standing I can state that most players will run through even this many hit points far faster than they want to.
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Post by Mr. Darke on May 29, 2014 13:56:47 GMT -6
Other: Constitution score is starting HP for the Character. All later HD are rolled normally.
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Torreny
Level 4 Theurgist
Is this thing on?
Posts: 171
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Post by Torreny on May 29, 2014 14:09:39 GMT -6
I enjoy this prospect myself. Either that, or if the players prefer "traditional set" HPs, I do by-the-book, except that HPs are not rolled on an adventure until the first cause of HP damage is incurred. Whether it's first or twentieth level. The players don't know how much leeway they have, and it adds that little extra bit of tension.
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Post by mgtremaine on May 29, 2014 18:26:57 GMT -6
Max at first... Doesn't matter the ruleset, I just do this. I figure it will even out with bad rolls along the way, or not, or they will die. Never really had anyone complain.
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Deleted
Deleted Member
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Post by Deleted on May 29, 2014 18:47:20 GMT -6
Never really had anyone complain. Nor have I, though I use a markedly different method than you. I don't feel my way is better in any way, it's just that's the way I've played it and it has worked out well for me. It's just a game, it's meant to be fun. As I see it? If it isn't fun find something else to do or someone else to do it with.
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Post by mgtremaine on May 29, 2014 19:08:11 GMT -6
Never really had anyone complain. Nor have I, though I use a markedly different method than you. I don't feel my way is better in any way, it's just that's the way I've played it and it has worked out well for me. It's just a game, it's meant to be fun. As I see it? If it isn't fun find something else to do or someone else to do it with. Players who complain at the DM tend have shorter lifespans.. No really I read it in the AMA Journal. -Mike
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Deleted
Deleted Member
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Post by Deleted on May 29, 2014 20:01:09 GMT -6
Either, Roll two dice, use high score, on a tie add both together.
or
Roll 1d6 for "Normal Man" hit points and then 1st level hit dice; as characters level up, roll ALL the hit dice and use new score or old score +1, whichever is higher.
I'll come up with another system next week...
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Post by Falconer on May 29, 2014 20:07:17 GMT -6
It’s the first roll as it lies. Unless it’s really low and I’m feeling magnanimous, in which case I may allow a second roll. If it’s still super low, I might decide “on the spot” to give them a minimum like, say, 5 for Fighter, 4 for Cleric, 3 for MU or Thief.
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monk
Level 5 Thaumaturgist
Posts: 237
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Post by monk on May 29, 2014 20:51:38 GMT -6
We're just about to start a campaign and have decided to go with full HD+1/2 your CON score. No bonus per HD from a high CON, though. We figure it'll be a bit more swashbuckler at 1st level and will even out by 4th level or so.
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Post by rsdean on May 30, 2014 13:04:38 GMT -6
I have been starting 1st level PCs with max Greyhawk hit points in my revival game this year. When we start getting henchmen, they will have to roll once and take the roll.
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Post by inkmeister on Jun 3, 2014 9:16:18 GMT -6
I prefer non-randomized hp. One method I've used is this: Fighter starts with 5, +4 per additional level. Thief starts with 4, +3 per level. MU starts with 3, + 2 per level. I don't see the point of random HP. Combat is the randomizing element, no need for a second. A lot of people modify the system as is because of unsatisfactory results (too many characters with inadequate HP). Why put a die roll in the game if you can't live with the possible results?
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Koren n'Rhys
Level 6 Magician
Got your mirrorshades?
Posts: 355
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Post by Koren n'Rhys on Jun 3, 2014 9:39:58 GMT -6
Max hp for me, roll normally after that.
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Post by waysoftheearth on Jun 11, 2014 6:29:54 GMT -6
It's interesting to see that around three-quarters of us here house-rule this core element of the game!
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