I personally tell my players to roll and if they roll lower than the fixed amount they can take that instead. I basically treat the fixed amount as their guaranteed minimum. They like it because they get the best of both worlds, they get to “roll colicky-clacks,” but also know they can never get hosed on HP either. (I like it too because I get to throw the kitchen sink at them because they’re all so buff. 😉)
my main DM does this too. it certainly leads to beefier characters, but he's more than capable of balancing it out.
The way my current DM does it is that the DM and PC both roll the hit die and you take the average of the two, rounded up. It's helps make it more of a bell curve, and it has worked for us so far.
I personally tell my players to roll and if they roll lower than the fixed amount they can take that instead. I basically treat the fixed amount as their guaranteed minimum. They like it because they get the best of both worlds, they get to “roll colicky-clacks,” but also know they can never get hosed on HP either. (I like it too because I get to throw the kitchen sink at them because they’re all so buff. 😉)
Greetings players, I have started a campaign with some friends of mine, and one of our players is telling us to change our HP gain to manual, instead of fixed. I've only played a few campaigns on DnD Beyond and have only used fixed HP.
I have taken a look at the changes to the HP, if I switch to manual, and there is no difference at this point. However, I'm stuck as to how the system calculates the HP if I do decide to swap https://100001****/https://1921681254.mx/.
What are the pros/cons to using manual HP gain VS fixed?
I mostly roll for monsters, and characters roll for the hp. They can use inspiration to re-roll the hit die when they level up - which leads to some interesting strategies around when to hold onto an inspiration die as you are approaching a level up (we use XP - so they know).
For me, rolling up the monster hp provides some uncertainty during a battle - especially with multiple lower CR combatants - some go down easy, and some soak up that second hit too - so players need to adapt and think on their feet.
I get that some prefer predictability in progression and absolute parity for all, but we're playing a game with dice - so I prefer to see the excitement for their rolls :)
such as allowing rerolls for 1s or letting you take the average if you roll below half the hit die value
This is what we're doing in our current campaign and it seems to be working well. Allows for the possibility of getting more HP, but limits the possibility of getting screwed on HP due to bad rolls.
It's just gambling for HP.
my main DM does this too. it certainly leads to beefier characters, but he's more than capable of balancing it out.
I really like that, tbh. I'm going to use it.
Clacky is the Way.
I got this,..
I mostly roll for monsters, and characters roll for the hp. They can use inspiration to re-roll the hit die when they level up - which leads to some interesting strategies around when to hold onto an inspiration die as you are approaching a level up (we use XP - so they know).
For me, rolling up the monster hp provides some uncertainty during a battle - especially with multiple lower CR combatants - some go down easy, and some soak up that second hit too - so players need to adapt and think on their feet.
I get that some prefer predictability in progression and absolute parity for all, but we're playing a game with dice - so I prefer to see the excitement for their rolls :)
This is what we're doing in our current campaign and it seems to be working well. Allows for the possibility of getting more HP, but limits the possibility of getting screwed on HP due to bad rolls.