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Post by Finarvyn on Jul 21, 2013 5:41:33 GMT -6
The thread about taking the Greyhawk hit dice system (MU's get d4's, Clerics d6's, fighting men d8's) and converting those hit point averages to all d6's brought up an interesting question. Some spells affect hit dice of characters and creatures, so when switching from the Men & Magic method to the Greyhawk method wouldn't those spells need to be adjusted? While that's an interesting topic for discussion, here I'm just curious as to which method you use for hit dice when you run an OD&D campaign. Personally I like the Men & Magic HD charts better, but the Greyhawk ones clearly were Gary's direction of D&D evolution since that's the way he did it for AD&D. Discuss!
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Post by dizzysaxophone on Jul 21, 2013 6:13:30 GMT -6
Currently, my OD&D game is using the M&M system, borrowing very few things from Greyhawk. I'm a neophyte to OD&D though, so once this campaign ends I will probably experiment with running with some of the supplements.
That said, since my first time running S&W Whitebox in a one-shot, I fell in love with all d6 HD and damage so I don't see my opinion swaying much.
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Post by Deleted on Jul 21, 2013 7:36:12 GMT -6
Hit Dice progression from M&M (or, rather, the more consistent ones from Delving Deeper) but the type of hit die is determined by the race of the character. Humans and dwarves have d8, elves, hobbits & goblins have d6, pixies have d4. That way I stick with the same relative hit points as later editions so I don't need to adjust monster or spell damage.
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Post by scottenkainen on Jul 21, 2013 8:12:54 GMT -6
When I'm not running AD&D, which I still do from time to time, I use Greyhawk HD (even in my H&H campaign).
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Post by inkmeister on Jul 21, 2013 18:08:23 GMT -6
Voted Greyhawk. AT the moment I'm enjoying GH hitdice and variable weapon damage (Actually, I use the simpler Moldvay variable damage). It seems more elegant to me and more clearly differentiates the cleric and fighter (and the variable weapon damage does also). I'm toying with doing an all by the book campaign, but not sticking to any one edition. OD&D will be emphasized, but with elements of Holmes, Moldvay (ability bonuses, for one), the AD&D monster manual, and so on. But yeah, I like the elegant simplicity of GH hit dice. I like funky dice, and even the original set had em, so why not use em?
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Post by Deleted on Jul 21, 2013 19:27:38 GMT -6
I actually am fond of the AD&D second edition style of hit dice though I am fine with any method by the book for which ever version I am playing. I voted other as I am currently using the LotFP system and generally veer in the direction of Moldvay for things that relate to the characters in general.
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Post by talysman on Jul 21, 2013 20:05:09 GMT -6
Men & Magic, except that I adjust a couple levels. I interpret the early levels of the M-U as "half a hit die per level, round up, +1 point for even levels"; I extend that pattern all the way to name level, instead of speeding up after 7th level. Thieves are identical. I shift clerics to "3/4ths of a hit die per level, minimum 1 HD, replace fractions > 1/4th with +1 point." (1 HD, 1+1 HD, 2 HD, 3 HD, 3+1 HD, 4+1 HD, 5 HD, 6 HD.) That makes clerics progress a little slower, but they only lose 1 hit die by level 8.
The reason I do it this way, aside from making the progression regular, is that I can use Target 20 for attack rolls without writing down a "basic attack bonus". I just use the hit dice of the attacker, whether it's a monster or a character.
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Koren n'Rhys
Level 6 Magician
Got your mirrorshades?
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Post by Koren n'Rhys on Jul 23, 2013 7:36:11 GMT -6
Depends upon the game, of course. My main campaign is Classic (RC) not OD&D, so that uses variable HD and damage, naturally. However, I started the campaign running S&W:WB. When I run OD&D though, I use BTB all d6, including for the thief variant from Delving Deeper rather than Greyhawk.
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Post by Porphyre on Jul 24, 2013 4:26:31 GMT -6
All D6, but a slightly different progression for fighters and clerics. Also, a 1 "result" counts as 6 for fighters, so the range is 2,3,4,5,6,6
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Post by austinjimm on Jul 24, 2013 13:12:25 GMT -6
All d6, but...
Fighting men get 1d6+1/level Magic-users (& thieves) get 1d6-1/level Clerics get 1d6/level Monsters get 1d6/HD (monsters under 1 HD get a d3 or as noted in the description.) 0 level men-at-arms get a d3 other 0 level retainers get a d2
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Post by Deleted on Jul 24, 2013 20:57:57 GMT -6
How do you do hit dice?
Hit dice say how do you do to you, too.
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Post by talysman on Jul 24, 2013 22:21:40 GMT -6
How do you do hit dice? Hit dice say how do you do to you, too. ... And then began nana nana...
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Post by austinjimm on Jul 24, 2013 22:24:37 GMT -6
How do you do hit dice? Hit dice say how do you do to you, too. As Supreme Being of my particular D&D world, I respond "Quite nicely. And you will continue to perform as needed. Thank you."
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