My alternate hit die / hit point scheme
Feb 18, 2015 12:15:25 GMT -5
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Post by hedgehobbit on Feb 18, 2015 12:15:25 GMT -5
I start off with the hit die progression from OD&D, slightly rationalized ala Delving Deeper. Re-roll your hit dice upon gaining a new level as per EPT. This is the most flexible system yet devised for D&D.
However, I don't have all hit dice be d6s. Instead a character's hit dice type will be based on the character's race:
Fairies: d4
Hobbits and Elves: d6 [My elves are splindly ala Rankin Bass The Hobbit]
Humans, Dwarves, Orcs, etc: d8
Ogre, Giants, Balrogs, and Dragons: d10 or more.
Since a fourth level Fighter has 4 hit dice, a 4th level Fairy Fighter will have 4d4, a Hobbit one 4d6, 4d8 for a human, and 4d10 for an ogre or half-giant. The same applies to all non-fighters so a third level Ogre Magic-user will have two hit dice or 2d10 hit points.
For large creatures such as half-giants and dragons, their hit dice will depend on their size which depends on their age. So a young half-giant will be merely human sized and have d8 hit dice. As it ages (based on time, not level), those hit dice will change. So if a half-giant is third level when it grows it's hit dice will change from 3d8 to 3d10. Reroll the hit dice as if you'd gained a level.
The number of hit points for characters will mostly match those from the basic line which allows you the maximum use of adventure modules.
Damage for normal hand weapons (swords, axes, etc) will use the hit die as well, so a human or orc does d8 damage whereas a hobbit does d6. I let elves do normal d8 damage but that's because I'm a softy. Adjust two-handed and smaller weapons accordingly.
A 0-level character has one hit dice of hit points, when gaining their first level they reroll their first level hit points and take the higher even though their hit dice might not actually increase. Alternately, you can set a minimum number of hit points (like Con or 1/2 Con) which is something I do if the character start of at higher levels.
Finally, you can use this scheme for monsters as well. Giving large monsters fewer, but bigger, hit dice. This allows you to give them the same number of hit points without giving them so many hit dice that they auto-hit the party. Giant attacks can be slow and damaging as they are usually portrayed.
However, I don't have all hit dice be d6s. Instead a character's hit dice type will be based on the character's race:
Fairies: d4
Hobbits and Elves: d6 [My elves are splindly ala Rankin Bass The Hobbit]
Humans, Dwarves, Orcs, etc: d8
Ogre, Giants, Balrogs, and Dragons: d10 or more.
Since a fourth level Fighter has 4 hit dice, a 4th level Fairy Fighter will have 4d4, a Hobbit one 4d6, 4d8 for a human, and 4d10 for an ogre or half-giant. The same applies to all non-fighters so a third level Ogre Magic-user will have two hit dice or 2d10 hit points.
For large creatures such as half-giants and dragons, their hit dice will depend on their size which depends on their age. So a young half-giant will be merely human sized and have d8 hit dice. As it ages (based on time, not level), those hit dice will change. So if a half-giant is third level when it grows it's hit dice will change from 3d8 to 3d10. Reroll the hit dice as if you'd gained a level.
The number of hit points for characters will mostly match those from the basic line which allows you the maximum use of adventure modules.
Damage for normal hand weapons (swords, axes, etc) will use the hit die as well, so a human or orc does d8 damage whereas a hobbit does d6. I let elves do normal d8 damage but that's because I'm a softy. Adjust two-handed and smaller weapons accordingly.
A 0-level character has one hit dice of hit points, when gaining their first level they reroll their first level hit points and take the higher even though their hit dice might not actually increase. Alternately, you can set a minimum number of hit points (like Con or 1/2 Con) which is something I do if the character start of at higher levels.
Finally, you can use this scheme for monsters as well. Giving large monsters fewer, but bigger, hit dice. This allows you to give them the same number of hit points without giving them so many hit dice that they auto-hit the party. Giant attacks can be slow and damaging as they are usually portrayed.