I have this idea since sometimes my players don't roll well when determining their new HP Max when leveling up. I already have it that if you roll a 1 when determining new MHP (Max Hit Points) the player rerolls. I want to do something for those players who just roll bad sometimes and get stuck with low health.
When determining your new MHP if your MHP is less than your Total Fixed HP minus your Constitution modifier (if positive, or plus if negative) you bring your MHP up to that value. In what I've tested, most of the time it wouldn't be a huge bump but enough to keep them fighting a little longer.
Examples:
8th level wizard with a Con modifier of -1. When determining new MHP, it comes out to 21. The Total Fixed HP is 26. 26 + (-1) = 25 > 21. So the character's new MHP would become 25.
4th level rogue with a Con modifier of +2. When determining new MHP, it comes out to 33. The Total Fixed HP is 31. 31 - 2 = 29 < 33. So the character's new MHP would not be affected.
... An alternate rule, that seems simpler is that if your rolled HP is less than the fixed, use the fixed; but if it's over, don't. I just don't want my players getting mad at me if their characters are squishy.
I use the alternate rule that you mention in the end of your post. Works pretty well. No one gets left too far behind. Would recommend.
I think I'm missing the boat with your description and example of MHP/FHP. The difference between the two values will only be modified by an inverse amount determined by how much a player invests in their con stat. I guess I'm seeing more complicated work that provides the same analysis as "roll your hit die. If it's less than fixed, take the fixed amount." I'm not seeing what your homebrew equation provides that requires the amount of complexity described.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I don't see the point in this. It's like rolling to hit a creature, but if you miss you just get to hit anyway. The point of rolling is that it's a risk. If you don't want them to be too squishy, give them the option of just taking the fixed option. But if they're willing to shoot for higher than that, they need to accept the risk of rolling lower.
All the above system is doing is ensuring that rolling is better than the fixed method 100% of the time.
Thanks, I'll just give my players an option to use fixed as a base line and if they're comfortable with possibly being squishy, then they can use manual
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I have this idea since sometimes my players don't roll well when determining their new HP Max when leveling up. I already have it that if you roll a 1 when determining new MHP (Max Hit Points) the player rerolls. I want to do something for those players who just roll bad sometimes and get stuck with low health.
When determining your new MHP if your MHP is less than your Total Fixed HP minus your Constitution modifier (if positive, or plus if negative) you bring your MHP up to that value. In what I've tested, most of the time it wouldn't be a huge bump but enough to keep them fighting a little longer.
Examples:
8th level wizard with a Con modifier of -1. When determining new MHP, it comes out to 21. The Total Fixed HP is 26. 26 + (-1) = 25 > 21. So the character's new MHP would become 25.
4th level rogue with a Con modifier of +2. When determining new MHP, it comes out to 33. The Total Fixed HP is 31. 31 - 2 = 29 < 33. So the character's new MHP would not be affected.
... An alternate rule, that seems simpler is that if your rolled HP is less than the fixed, use the fixed; but if it's over, don't. I just don't want my players getting mad at me if their characters are squishy.
Let me know about any critiques or advice. Thanks
I use the alternate rule that you mention in the end of your post. Works pretty well. No one gets left too far behind. Would recommend.
I think I'm missing the boat with your description and example of MHP/FHP. The difference between the two values will only be modified by an inverse amount determined by how much a player invests in their con stat. I guess I'm seeing more complicated work that provides the same analysis as "roll your hit die. If it's less than fixed, take the fixed amount." I'm not seeing what your homebrew equation provides that requires the amount of complexity described.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I don't see the point in this. It's like rolling to hit a creature, but if you miss you just get to hit anyway. The point of rolling is that it's a risk. If you don't want them to be too squishy, give them the option of just taking the fixed option. But if they're willing to shoot for higher than that, they need to accept the risk of rolling lower.
All the above system is doing is ensuring that rolling is better than the fixed method 100% of the time.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thanks, I'll just give my players an option to use fixed as a base line and if they're comfortable with possibly being squishy, then they can use manual